< 

■ :<  < . --**5 


; 


■ 

\/ZZ 

..w' 

^’■■l  :?;*V  ?.:tr  S;?.?.?.- 


gsSSsSfeg 


i>&;iV3K 


OAK  ST.  HDSF 


'izxb.&a 

£>e'?b\ 


ERRATA 


Page  55.  Exploit  No.  45.  Walking  | mile;  instead  of  4 min.,  3§ 
min.,  3 min.  and  2jmin.,  should  be  3 min.,  2.30,  2.20  and  2.10  min. 

Page  44.  Twentieth  line,  omit  the  words  “or  nearer  if  they  do 
not  show  themselves .” 


THE  BIRCH - BARK  ROLL 


The  person  charging  this  material  is  re- 
| sponsible  for  its  return  to  the  library  from 
which  it  was  withdrawn  on  or  before  the 
Latest  Date  stamped  below. 

Theft,  mutilation,  and  underlining  of  books  are  reasons 
for  disciplinary  action  and  may  result  in  dismissal  from 
the  University. 

To  renew  call  Telephone  Center,  333-8400 

UNIVERSITY  OF  ILLINOIS  LIBRARY  AT  URBANA-CHAMPAIGN 


\ 


2 


JUL  2 3 1982 

'S&P-e 


NOV  i 9 1993 


L161— 0-1096 


By 

ERNEST  THOMPSON  SETON 

Biography  of  a Grizzly 

Krag  and  Johnny 

Lives  of  the  Hunted 

Monarch,  the  Big  Bear  of  Tallac 

Two  Little  Savages 

Wild  Animal  Play 

Wild  Animals  I have  Known 

Trail  of  a Sand-Hill  Stag 

Lobo,  Rag  and  Vixen 

Studies  in  Art  Anatomy  of  Animals 


The 

Birch-bark  Roll 

of  the 

WOODCRAFT  INDIANS 

Containing  their  Constitution,  Laws, 
Games,  and  Deeds 


By 

ERNEST  THOMPSON  SETON 


New  York 

Doubleday,  Page  & Company 
1907 


ist  Edition  in  Ladies’  Home  Journal 
Copyright , 1902,  by 

THE  CURTIS  PUBLISHING  COMPANY 

2d  Edition 
Copyright , 1903,  by 

THE  CURTIS  PUBLISHING  COMPANY 

3d  Edition 
Copyright , 1904,  by 
ERNEST  THOMPSON  SETON 


4th  Edition  in  “Association  Boys”  for  June 
Copyright , 1905,  by 
ERNEST  THOMPSON  SETON 


5th  Edition 
Copyright , 1906,  by 
ERNEST  THOMPSON  SETON 


6th  Edition 
Dec.  1906 


m,  ry 

L ri  Jj^  APPL.  Lift  STUDIES 


tct 

uJ 

2 

or 


The  Birch-Bark  Roll 

Of  the  Woodcraft  Indians 


r— ° 

^T^HIS  is  a time  when  the  whole  nation  is  turning 
0 X toward  the  outdoor  life,  seeking  in  it  the  physical 
(^regeneration  so  needful  for  continued  national  exist- 
^ ence  — is  waking  to  the  fact  long  known  to  thoughtful 
s men,  that  those  live  longest  who  live  nearest  to  the 
\s>  ground,  that  is,  who  live  the  simple  life  of  primitive 
times,  divested,  however,  of  the  evils  that  ignorance  in 
; those  times  begot. 

Half  our  diseases  are  in  our  minds  and  half  in  our 
houses.  We  can  safely  leave  the  rest  to  the  physicians 
for  treatment. 

Sport  is  the  great  incentive  to  outdoor  life;  nature 
study  is  the  intellectual  side  of  sport.  Camping  is  the 
simple  life  reduced  to  actual  practice,  as  well  as  the 
t culmination  of  the  outdoor  life. 

Camping  has  no  great  popularity  to-day,  because 
xj  men  have  the  idea  that  it  is  possible  only  after  an  ex- 
'Z  pensive  journey  to  the  wilderness,  and  women  that  it  is 
‘ ’ inconvenient,  dirty,  and  dangerous. 

These  are  errors.  They  have  arisen  because  camp- 
ing as  an  art  is  not  understood.  When  intelligently 

1 


& 


o 


1 079596 


The  Birch-Bark  Roll 


followed  camp  life  must  take  its  place  as  a cheap  and 
delightful  way  of  living  as  well  as  a mental  and  physical 
saviour  of  those  strained  and  broken  by  the  grind  of 
the  over-busy  world. 

Consumption,  the  white  man’s  plague  since  he  has 
become  a house  race,  is  vanquished  by  the  sun  and  air, 
and  many  ills  of  the  mind  also  are  forgotten  when  the 
sufferer  boldly  takes  to  the  life  in  tents. 

The  wilderness  affords  the  ideal  camping,  but  many 
of  the  benefits  can  be  got  by  living  in  a tent  pitched  on 
a town  lot,  piazza,  or  even  house-top. 

I should  like  to  lead  this  whole  nation  into  the  way  of 
living  out-doors  for  at  least  a month  each  year,  reviving 
and  expanding  a custom  that  as  far  back  as  Moses  was 
deemed  essential  to  the  national  well-being. 

These  bands  have  been  organized  to  spread  the 
taste  for  camping,  by  showing  how  it  can  be  done  to 
best  advantage.  They  are  simply  outdoor  clubs:  the 
Indian  name  and  style  were  given  chiefly  because  they 
add  the  charms  of  color  and  romance,  and  because 
they  are  so  appropriate. 

When  two  or  three  young  people  camp  out,  they  can 
live  as  a sort  of  family,  especially  if  a grown-up  be  with 
them,  but  when  a dozen  or  more  go,  it  is  necessary  to 
organize. 

There  are  four  possible  forms  of  government:  First, 
the  patriarchal,  as  above;  it  answers  fairly  for  two  or 
three,  but  fails  with  a considerable  party.  Second, 


2 


The  Birch-Bark  Roll 


the  school  system,  which,  for  several  reasons,  has  not 
succeeded  out  of  doors.  Third,  the  Brigade,  which 
many  object  to,  chiefly  because  it  fosters  militarism; 
and  last,  the  Tribal  or  Indian  form. 

Fundamentally  this  is  a republic  or  limited  mon- 
archy, and  has  proved  far  the  best.  It  makes  its 
members  self-governing.  It  offers  appropriate  things 
to  do  outdoors ; it  is  so  plastic  that  it  can  be  adopted 
in  whole  or  in  part,  at  once  or  gradually;  its  pictu- 
resqueness takes  immediate  hold  of  the  boys,  and  it 
lends  itself  so  well  to  existing  ideas  that  soon  or  late 
most  camps  are  forced  into  its  essentials , call  them  what 
they  will. 

No  large  band  of  boys  ever  yet  camped  out  for  a 
month  without  finding  it  necessary  to  recognize  leaders, 
a senior  form,  or  ruling  set  whose  position  rests  on 
merit,  some  wise  grown  person  to  guide  them  in  diffi- 
culties, and  a place  to  display  the  emblems  of  the 
camp;  that  is,  they  have  adopted  the  system  of  Chiefs, 
Council,  Medicine-man  and  Totem-pole.  Moreover, 
the  ideal  Indian,  whether  he  ever  existed  or  not,  stands 
for  the  highest  type  of  the  primitive  life,  and  he  was  a 
master  of  Woodcraft,  which  is  our  principal  study. 
By  Woodcraft  we  mean  nature-study,  certain  kinds  of 
hunting,  and  the  art  of  camping,  but  we  add  all  good 
outdoor  athletics  to  our  pursuits. 

Photography  is  recognized  as  a branch  of  nature- 
study,  and  camper-craft  is  made  to  include  the  sim- 

3 


The  Birch-Bark  Roll 


plest  methods  of  triangulation,  star-craft,  finding  one’s 
way,  telling  direction,  sign-language,  as  well  as  many 
branches  of  Indian-craft. 

Two  other  important  ideas  underlie  the  scheme. 
The  first  is  personal  decoration  for  personal  achieve- 
ments; second,  no  competitive  honors*  All  our 
honors  are  bestowed  according  to  world- wide  stand- 
ards. 

In  our  colleges  to-day  every  effort  is  made  to  dis- 
cover and  develop  a champion.  The  great  body  of 
the  students  are  neglected.  That  is,  the  ones  who  are 
in  need  of  physical  development  do  not  get  it,  and  those 
who  do  not  need  it  are  over  developed.  The  result 
is  much  unsoundness  of  many  kinds.  A great  deal  of 
this  would  be  avoided  if  we  strive  to  bring  all  the  in- 
dividuals up  to  a certain  standard.  In  our  non-com- 
petitive tests  the  enemies  are  not  “ the  other  fellows” 
but  time  and  space . We  try  not  to  down  the  others,  but 
to  raise  ourselves.  A thorough  application  of  this  prin- 
ciple would  end  many  of  the  evils  now  demoralizing 
college  athletics. 

About  one  hundred  and  fifty  deeds  or  exploits  are 
recognized  in  these  various  departments,  and  the 
braves  are  given  decorations  that  show  what  they  have 
achieved.  The  plan  aims  to  give  the  young  people 
“ something  to  do,  something  to  think  about,  and 
something  to  enjoy  in  the  woods,”  with  a view  always 
* Prizes  are  not  honors. 

4 


The  Birch-Bark  Roll 


to  character  building,  for  manhood  not  scholarship  is 
the  first  aim  of  education. 

And  we  would  make  the  outdoor  the  real  life,  the 
indoor  the  incident,  reversing  the  present  way. 

We  do  not,  however,  disband  when  the  camping 
season  is  over.  As  will  be  seen,  ample  provision  is  made 
in  the  games  and  honors  for  continuing  the  organiza- 
tion the  whole  year  round.  Most  of  the  Tribes  find 
abundant  amusement  throughout  the  winter  in  prepar- 
ing their  weapons,  dress,  teepees,  ornaments,  and  songs 
for  the  summer  camp. 

By  leading  the  young  people  along  these  lines  we 
shall  be  helping  the  whole  nation  on  the  road  to  health. 


TO  ORGANIZE  A BAND 

First  get  the  young  people  together,  any  number 
from  ten  up  — fifteen  to  fifty  are  best  for  a beginning 
— and  with  them  at  least  one  experienced  grown-up 
person,  who  will  act  as  Medicine-man  in  the  Council, 
and  as  teacher  when  needed. 

Outfit  for  Small  Tribe 

Birch-bark  Roll,  or  Book  of  Laws. 

Blank  book  for  tally. 

Teepees  or  tents  enough  to  house  the  Tribe. 

5 


The  Birch-Bark  Roll 


A totem-pole. 

A supply  of  scalps,  at  least  one  for  each. 

A supply  of  about  ioo  feathers  or  other  honor 
tokens. 

A red  horse-tail  for  feather  tips  and  medicine  scalp. 

A drum. 

A target,  and  range. 

Cooking  outfit  and  food. 

Also  the  things  for  the  games  they  wish  to  play  (see 
later),  the  Deer-hunt  for  land,  and  the  Sturgeon  spear- 
ing for  water,  being  especially  recommended. 

Each  Brave  Needs 

i good  5-foot  bow,  complete  with  string. 

6 standard  arrows,  25  in.  long;  3 feathers,  steel  points. 

1 quiver  of  waterproof  canvas. 

1 plain  arm-guard. 

1 head  band. 

1 pair  trunks. 

1 waterproof  sheet,  6 ft.  x 5. 

2 woollen  blankets. 

To  these  he  may  add  as  much  Indian  costume  as 
he  likes.  But  costumes,  feathers,  etc.,  are  non-essentials. 
Many  tribes  wear  only  the  ordinary  clothes  of  out-door 
life. 


6 


The  Birch-Bark  Roll 


TRIBAL  CONSTITUTION 

Article  I 
Name 

This  organization  shall  be  known  as  the  * 

Tribe  o)  Woodcraft(or  Seton  Indians  as  many  have  pre- 
ferred to  call  themselves). 

Article  II 
Objects 

The  objects  of  this  organization  are  the  promotion  of 
interests  in  Out-of-Door  Life  and  Woodcraft,  the  pres- 
ervation of  Wild  Life  and  Landscape,  and  the  promo- 
tion of  Good  Fellowship  among  its  members. 

Article  III 

Membership 

Section  I.  Persons  eligible  for  membership  must 
be  over  years  of  age  (18  is  usual  for  a grown-up 
tribe,  8 for  a boy  tribe,  but  some  tribes  take  all  ages). 

Section  II.  The  membership  shall  be  limited  to 

Section  III.  Application  for  membership  must  be 
made  in  writing  through  one  of  the  Council.  The 
name  of  such  applicant  shall  then  be  proposed  and 
seconded  by  members  in  good  standing,  and  shall  be 

* It  is  usual  to  select  an  Indian  name  of  local  application. 

7 


The  Birch-Bark  Roll 


publicly  posted  for  not  less  than  seven  suns.  A ballot 
of  the  Tribe  shall  thereupon  be  taken  and  two  black- 
balls shall  exclude. 


Article  IV 

Meetings 

Section  I.  A monthly  Council  of  the  Tribe  shall 
be  held  on  the  first  Monday  of  each  Moon. 

Section  II.  The  Annual  Council  for  the  election  ot 
officers  shall  be  held  on  the  first  sun  of  the  Awakening 
Moon  (March).* 

Section  III.  Special  Councils  may  be  called  by 
the  Chief,  and  must  be  called  by  him  upon  the  written 
request  of  one  fourth  of  the  Council  or  one  third  of 
the  Tribe. 

Section  IV.  A majority  shall  be  a quorum  of  the 
Council  or  Tribe. 

* March  — First,  Awakening,  or  Crow  Moon  (blue). 

April  — Wild-goose  or  Green-grass  Moon  (green). 

May  — Song  Moon  (purple). 

June  — Rose  Moon  (rose). 

July  — Thunder  Moon  (copper). 

August  — Red  or  Green-corn  Moon  (red). 

September  — Hunting  Moon  (yellow). 

October  — Leaf-falling  Moon  (fiery). 

November — Mad  Moon  (smoky). 

December  — Long-night  Moon  (black). 

January  — Snow  Moon  (white). 

February  — Hunger  Moon  or  Wan  Moon  (pale  or  ashy). 

8 


The  Bitch-Bar fc  Roll 

Section  V.  A member  may  vote  at  any  Council 
of  the  Tribe  by  proxy  in  his  own  handwriting. 

Article  V 

The  Officers  and  Their  Duties 

Head  War  Chief.  He  should  be  strong  as  well  as 
popular,  because  his  duties  are  to  lead  and  to  enforce 
the  laws.  He  is  head  of  the  Council  and  of  the  Tribe 
and  also  Herald  or  Crier. 

He  has  charge  of  the  standard  of  the  Tribe.  This 
is  a staff  about  eight  feet  long,  painted  red  and  orna- 
mented with  any  of  the  designs  shown  in  the  illustra- 
tions, the  drawing  on  the  shield  being  always  the  totem 
of  the  Tribe.  The  small  shield  on  top  is  white  with 
blue  horns.  This  standard  is  carried  around  when  a 
proclamation  is  being  made.  If  the  Chief  deputes 
another  to  be  Herald,  he  also  gives  him  the  standard 
to  carry  as  a badge  of  authority. 

When  not  thus  in  use  it  is  stuck  in  the  ground  near 
the  Chiefs  teepee  or  place  in  Council,  or  perhaps  hung 
on  the  totem  pole. 

Second  War  Chief.  To  take  the  Head  Chief’s  place 
when  he  is  absent;  otherwise  he  is  merely  a Councillor. 

Third  War  Chief.  For  leader  when  the  other 
two  are  away. 


9 


7 

S/anc(  ard 


FLy 


The  Birch-Bath  Roll 


Wampum  Chief.  He  has  charge  of  the  money  and 
public  property  of  the  Tribe,  except  the  records.  He 
ought  to  have  a lock  box  or  small  trunk  to  keep  val- 
uables in. 

Chief  of  the  Painted  Robe,  or  Feather 
Tally.  He  keeps  the  tribal  records,  including  the 
Book  of  Laws,  the  Roster  or  Roll,  the  Winter  Count 
or  Record  of  Camps  and  Seasons,  and  the  Feather 
Tally  or  Record  of  Honors  and  Exploits.  He  enters 
nothing  except  on  instructions  from  the  Council.  He 
should  be  an  artist. 

Chief  of  the  Council-Fire.  It  is  his  exclusive 
privilege  to  make  fire.  He  must  do  it  without  matches. 
He  must  also  see  that  the  camp  and  woods  are  kept  clean. 

Sometimes  one  Councillor  or  Chief  holds  more  than 
one  of  these  last  three  offices;  especially  it  is  well  to  have 
the  Head  Chief  also  Chief  of  the  Council  Fire. 

One  or  even  two  Medicine-men  may  be  voted  into 
the  Council  without  regard  to  age,  attainments,  or 
position. 

Add  to  these  not  more  than  twelve  elected  Coun- 
cillors, and  all  the  Sachems  or  Sagamores.  (See  p. 
46.)  These  officers  and  Councillors  form  the  gov- 
erning body. 

All  disputes,  etc.,  are  settled  by  the  Chief  and  the 
Council.  The  Council  makes  the  laws  and  fixes  the 
dues.  The  Chief  enforces  the  laws. 

All  officers  are  elected  for  one  year  or  until  their 
10 


The  Birch-Bark  Roll 


successors  are  chosen.  The  election  to  take  place  on 
or  as  soon  as  possible  after  Spring  Day,  the  first  Sun  of 
the  Awakening  Moon  (ist  March). 

( Whenever  in  doubt  we  try  to  follow  the  National 
Constitution .) 


Vow  of  the  Head  Chief 
(To  be  signed  with  his  name  and  totem  in  the  Tally-book ) 

I solemnly  promise  to  maintain  the  Laws,  to  see  fair 
play  in  all  the  doings  of  the  Tribe,  and  to  protect  the 
weak. 

Vow  of  Each  Brave  on  Joining 
(To  be  signed  with  the  name  and  totem  of  each  in  the 
Tally-book) 

I solemnly  promise  that  I will  obey  the  Chief  and 
Council  of  my  Tribe,  and  if  I fail  in  my  duty  I will 
appear  before  the  Council  when  ordered  and  submit 
without  murmuring  to  their  decision. 

Article  VI 
Amendments 

Section  I.  Amendments  to  this  Constitution  may  be 
made  at  any  meeting  by  a two-thirds  vote  of  all  the  Tribe. 

Section  II.  Notice  of  proposed  amendments  shall 
be  made  public  for  at  least  seven  suns  before  the 
meeting. 


ii 


The  Birch-Bark  Roll 


f 

\ 

Article  VII 

Dues 

Section  I.  Dues  shall  be,  first,  a year; 

second,  all  assessments  made  by  the  Council  for  tribal 
property;  and  third,  when  necessary  the  Council  shall 
assess  those  taking  part  in  camp. 

Section  II.  The  initiation  fee  for  new  braves 
shall  be  , which  shall  include  the  first  year’s  dues, 
but  this  shall  not  include  assessments. 

Article  VIII 
Council  of  Tribe 

The  doings  of  the  Tribe  in  Council  shall  be  consid- 
ered confidential. 

Article  IX 
Laws 

4 

1.  Don’t  rebel.  Rebellion  by  any  one  against  any 
decision  of  the  Council  is  punishable  by  expulsion. 
Absolute  obedience  is  always  enforced. 

2.  Don’t  kindle  a wild  fire.  To  start  a wild  fire  — 
that  is,  to  set  the  woods  or  prairie  afire  — is  a crime 
against  the  State,  as  well  as  the  Tribe.  Never  leave 
a fire  in  camp  without  some  one  to  watch  it. 

3.  Protect  the  song-birds.  It  is  forbidden  to  kill  or 
injure  or  frighten  song-birds,  or  to  disturb  their  nests 


12 


* 


The  Birch-Bark  Roll 


or  eggs,  or  to  molest  squirrels.  (This  does  not  apply 
to  creatures  declared  vermin  by  law.) 

4.  Don’t  make  a dirty  camp.  Keep  the  woods  and 
streams  clean  by  burying  all  garbage. 

5.  Don’t  bring  firearms  of  any  kind  into  the  camps 
of  those  under  fourteen.  Bows  and  arrows  are  enough 
for  their  needs.  Never  point  a weapon  at  any  one. 

6.  Keep  the  game  laws. 

7.  No  smoking  (for  those  under  eighteen). 

8.  No  firewater  in  camp. 

9.  Play  fair.  Cheating  in  the  games  or  records,  or 
wearing  honors  not  conferred  by  the  Council,  are 
crimes. 

10.  Word  of  honor  is  sacred. 

Punishments  are  meted  out  by  the  Chief  and  Council 
after  a hearing  of  the  case.  They  consist  of,  — 

Exclusion  from  the  games  or  boats  for  a time. 

Of  reduction  in  rank  or  of  fines. 

The  extreme  penalty  is  banishment  from  the  Tribe. 

ORDER  OF  DOINGS  IN  COUNCIL 

The  Head  Chief,  or  the  Herald  he  may  appoint, 
walks  around  with  the  standard  announcing  that  a 
Council  is  to  be  held,  and  all  must  come  to  Council. 

Opening  Council. 

Roll-call. 

Tally  of  last  Council  and  Report  of  Tally  Chief. 

13 


The  Birch-Bark  Roll 


Report  of  Wampum  Chief. 

Report  of  Scouts. 

Left-over  business. 

Complaints. 

Honors  awarded. 

New  Braves. 

New  business. 

Challenges,  etc. 

Social  doings,  songs,  dances,  stories. 
Closing  Council. 


TOTEM 

The  Totem  of  the  whole  nation  of  Woodcraft  Indians 
is  the  White  Buffalo  head,  symbolized  by  the  Horned 
White  Shield. 

Each  band  needs  a totem  of  its  own  in  addition. 
This  is  selected  by  the  Council,  and  should  be  some- 
thing easy  to  draw.  Each  brave  adds  a private  totem 
of  his  own,  usually  a drawing  of  his  Indian  name. 

The  first  of  these  Tribes  took  as  its  totem  a Blue 
Buffalo,  and  so  became  the  Blue  Buffalo  Band,  and 
Deerfoot,  the  Chief,  uses  the  Blue  Buffalo  totem  with 
his  own  added  underneath. 

Any  bird,  animal,  tree,  or  flower  will  do.  It  is  all 
the  better  if  it  have  some  special  reason. 

One  Tribe  set  out  on  a long  journey  to  look  for  a 
totem.  They  agreed  to  take  the  first  living  wild  thing 

14 


The  Birch-Bark  Roll 


that  they  saw  and  knew  the  name  of.  They  travelled 
all  one  day  and  saw  nothing  to  suit,  but  next  day 
in  a swamp  they  startled  a Blue  Heron.  It  went 
off  with  a harsh  cry.  So  they  became  the  “ Blue 
Herons,”  and  adopted  as  a war-cry  the  croak  of  the 
bird  and  its  name — “ Hrrrrr — Blue  Heron.” 
Another  band  have  the  Wolf  totem.  Another,  the 
Flying  Eagle,  and  yet  another  the  Snapping  Turtle. 

TOTEM  POLE 

In  some  prominent  place  in  camp  is  set  up  the  Totem- 
pole.  This  bears  the  national  emblems,  tribal  totems, 
enemies’  scalps,  and  the  totems  of  warriors  who  have 
brought  honors  to  the  Tribe.  It  also  serves  as  a notice 
board  and  carries  the  Sacred  Medicine  Scalp.  The 
board  below  is  supposed  to  be  the  skin  of  a White 
Buffalo. 

The  big  shield  is  white  and  twenty  inches  across,  the 
horns  pale  blue  and  each  twenty  inches  long.  The 
pole  is  twelve  feet  high  and  the  arms  four  and  one  half 
feet  across;  pole  and  arms  are  red.  This  is  the  same 
in  all  tribes.  The  smaller  shield  is  twelve  inches  across ; 
it  bears  the  tribal  colors  and  totems,  and,  of  course,  ^ 
varies  in  color  with  each  tribe.  The  skin  is  four  and  V 
one  half  feet  long  and  eighteen  inches  at  widest  place.  \ 
It  is  dull  yellow  where  dotted,  but  the  circle  at  its  upper 
end  is  white;  in  the  middle  of  this  is  a peg  on  which 


T5 


The  Birch-Bar fc  Roll 


hangs  the  Medicine  Scalp;  the  wooden  feathers  are 
white  with  black  tips.  If  made  smaller  it  should  keep 
these  same  proportions. 

INDIAN  NAMES 

Each  brave  aims  at  winning  a name.  These  Indian 
names  are  a sort  of  honorable  nickname  given  in 
recognition  of  some  exploit  or  personal  gift.  Thus 
Deerfoot  was  the  great  runner  and  Hawkeye  had  the 
sharp  eyes.  Killdeer  was  famous  in  our  deer  hunt,  as 
also  was  Deerslayer;  Gray- wolf  was  the  best  scout; 
Eel-scout  was  the  one  who  slipped  through  the  enemies’ 
lines  as  often  as  he  pleased;  Little  Beaver  was  the  best 
worker;  Chicadee  was  the  smallest;  the  noisy  chatterer, 
forever  showing  off  without  doing  any  work,  was  called 
Bluejay;  Spy  catcher  was  given  to  a warrior  who  cap- 
tured a Hostile  Spy  by  a deed  of  unusual  daring;  one 
small  boy  whose  tears  were  ever  ready  to  flow  was 
named  Rain-in- the-Face,  and  an  awkward  brave  who 
upset  the  canoe  several  times  was  called  Tippecanoe. 

When  a brave  has  an  objectionable  nickname  he 
can  get  rid  of  it  by  doing  some  great  exploit.  The 
chief  then  writes  the  old  name  on  a piece  of  birch  bark 
and  publicly  burns  it  in  the  camp-fire.  After  that  it  is 
forgotten;  no  one  may  use  or  mention  it.  Then  the 
warrior  is  given  his  new  name  of  honor.  The  following 
have  been  bestowed  as  distinctions : — 

16 


The  Birch-Bark  Roll 


“ Black  Hawk,”  “Redjacket,”  “ Wolverine,”  “Krag,” 
“ Mustang,”  “Bald  Eagle,”  “Big  Otter,”  “Karonawa” 
(the  runner),  “Speardeep,”  “Deerblinder,”  “ Little 
Thunder,”  “Neverscare,”  “Strongheart,”  “Big  Moose,” 
“Redarrow,”  “ Many  tongues,”  “Strongbow,”  “Eagle 
Eye,”  “Hawkeye,”  “Little  Beaver,”  etc. 

On  rare  occasions  the  name  is  an  inglorious  one. 
Thus  a lazy  boy  was  called  “ Young-man-afraid-of-a- 
Shovel,”  or  “Shovel”  for  short;  another  was  “Scare- 
cat,”  because  of  his  timidity,  but  they  can  get  rid  of 
them  as  soon  as  they  do  something  highly  creditable. 

When  the  Council  decides  that  a bad  name  is  to  be 
dropped,  the  Chief  or  Medicine-man  writes  it  on  a piece 
of  wood  or  bark.  Then,  making  a speech  explaining 
the  circumstances,  he  burns  the  bark  in  the  Council 
Fire,  announcing  that  that  name  is  forgotten.  No  one 
must  mention  it  again  under  pain  of  punishment. 

When  a new  name  is  given,  the  Chief  makes  a speech 
as  before,  tells  of  the  exploit  and  announces  the  name. 
It  is  written  down  in  the  Tally;  then  each  Chief  and 
Councillor  comes  forward,  shakes  hands  with  the 
brave,  saying  “Bo-jou,  Nichy”  — followed  by  the 
new  name. 

HEAD-BAND 

Each  brave  needs  a head-band.  This  holds  his 
feathers  as  they  are  won,  and  his  scalp  is  fastened  to  it 
behind.  It  consists  of  a strip  of  soft  leather,  long 

17 


The  Birch-Bark  Roll 


enough  to  go  around  the  head  and  overlap  by 
inches;  it  is  fastened  at  the  rear,  with  a lace  through 
the  four  holes,  like  the  lace  of  machine  belting.  A 
bead  pattern  ornaments  the  front  and  it  may  be  finished 
at  each  side  in  some  broader  design.  It  is  the  founda- 
tion for  the  war-bonnet  and  has  places  for  twenty-four 
feathers  (two  eagle  tails). 

The  feathers  are  made  of  white  Pond-eagle*  quill 
feathers,  the  tip  dyed  dark  brown  or  black;  a leather 
loop  is  lashed  to  the  quill  end  of  each  to  fasten  it  on  to 
the  head-band.  Each  feather  stands  for  an  exploit 
and  is  awarded  by  the  Council.  (See  p.  45,  etc.)  An 
oval  of  paper  is  glued  on  near  the  high  end.  This 
bears  a symbol  of  the  feat  it  commemorates.  If  it  was 
Grand  Coup  or  High  Honor,  the  feather  has  a tuft 
of  red  horsehair  lashed  on  the  top. 


WAR-BONNET 


As  each  feather  is  won  it  is  fastened  in  the  head- 
band  and  thus  forms  part  of  the  war-bonnet. 

The  feathers  are  held  in  place  on  the  band  by  a 
lace  through  the  bottom  loop  to  hold  them  to  the 
body  of  the  cap,  and  another  lace  around  them  higher 
up.  When  the  circle  is  complete  the  upper  lace  is 
not  needed;  instead  is  a stout  thread  through  the 


* Pond-eagle  — white  goose  feathers  made  up  in  imitation  of 
eagle  feathers. 


18 


* 


1 


The  Birch-Bark  Roll 


middle  of  each  midrib,  stringing  them  together  and 
holding  them  the  right  distance  apart. 

The  war-bonnet  is  the  most  important  of  all  decora- 
tions. It  is  a complete  record  of  the  owner’s  exploits, 
as  well  as  a splendid  ornament.  The  making  of  it  is 
fully  described  in  The  Ladies'  Home  Journal  for 
July,  1902,  and  in  “Two  Little  Savages.” 

BADGES 

One  cannot  always  wear  the  war-bonnet,  and  yet 
may  wish  to  wear  a visible  record  of  his  rank.  To 
meet  this  need  we  have  a badge  adapted  from  an  old 
Iroquois  silver  brooch. 

In  this  the  White  or  Silver  Buffalo  head  represents  the 
whole  nation.  The  owner  can  put  his  initials  on  the 
Buffalo’s  forehead,  if  desired. 

To  pin  in  the  middle  is  the  real  Indian  style.  To 
fasten  the  brooch,  throw  back  the  pin,  work  a pucker 
of  the  coat  through  the  opening  from  behind;  when  it 
sticks  out  far  enough  bend  it  to  one  side  and  pierce  it 
with  the  pin,  then  press  the  pin  down  and  work  the 
pucker  back  smooth.  This  can  never  work  loose  or 
get  lost. 

The  rank  of  the  wearer  is  thus  shown:  — 

The  ordinary  brave  as  soon  as  admitted  wears  the 
simple  badge. 

Every  one  in  the  Council  may  add  a. beard  to  the 
!9 


The  Birch-Bark  Roll 


Buffalo,  using  silk,  wool,  or  thread  through  the  nos- 
trils. 

The  Head  Chief  wears  a horned  shield.  On  the 
circle  of  the  shield  is  engraved  the  totem  of  the  Tribe. 

The  horns  are  worn  only  by  a War  Chief.  The 
following  shows  their  importance: — 

“No  one  wears  the  headdress  surmounted  with 
horns  except  the  dignitaries  who  are  very  high  in 
authority,  and  whose  exceeding  valor,  worth,  and  power 
are  admitted  by  all  the  nation. 

“This  man  (Mah-to-toh-pa)  was  the  only  man  in 
the  nation  who  was  allowed  to  wear  the  horns,  and  all, 
I found,  looked  upon  him  as  the  leader  who  had  the 
power  to  lead  all  the  warriors  in  time  of  war.”  (Cat- 
lin,  Vol.  I,  p.  103.) 

The  second  and  third  War  Chiefs  wear  the  same 
badge  as  the  first,  except  that  it  has  the  lower  half  of 
the  shield  hidden  with  a lashing  of  colored  thread. 

The  Medicine-man’s  badge  has  a snield  without 
horns. 

WAMPUM  MEDALS 

These  medals  are  made  of  very  beautiful  shells, 
flat  and  cut  in  two  sizes,  the  largest  being  about  one 
inch  by  three  quarters  of  an  inch.  They  are  engraved 
with  the  symbol  of  the  deed  for  which  given.  They 
make  decorations  for  the  coat,  the  head-band  or  neck- 
lace, etc.  They  are  awarded  according  to  the  stand- 


20 


The  Birch-Bark  Roll 


ards  for  coups  and  grand  coups  given  later.  They 
do  not  take  the  place  of  the  feathers,  but  repeat  the 
honor  in  another  form.  Thus  a brave  may  wear 
both  the  eagle  feather  and  the  wampum  medal  for 
one  feat. 

SCALPS 

Each  brave  wears  a long  tuft  of  black  horsehair 
that  answers  as  his  scalp.  The  skin  of  this  should  be 
about  one  and  a half  inches  across;  it  is  furnished  with 
a cord  loop;  the  hair  is  as  long  as  possible.  This 
scalp  is  presented  to  the  brave  on  entering  the  Tribe. 
After  he  has  promised  obedience  and  allegiance  and 
signed  the  roll,  the  Medicine-man  gives  it  to  him, 
saying : — 

“This  is  your  scalp.  Treasure  this  as  your  honor. 
You  may  lose  it  without  absolute  disgrace,  but  not 
without  some  humiliation.” 

Pie  can  lose  it  only  in  an  important  competition, 
approved  by  the  Council,  in  which  he  stakes  his  scalp 
against  that  of  some  other  brave.  If  he  loses  he  sur- 
renders his  tuft  to  the  winner  and  goes  tuftless  until 
the  Council  thinks  proper  to  give  him  a new  scalp. 
But  he  never  gets  back  the  old  one,  which  remains 
the  property  of  the  winner  for  a teepee  or  other 
decoration. 

The  brave  without  tuft  cannot  vote  or  sit  in  Coun- 
cil or  take  part  in  the  competitions. 


21 


The  Birch-Bark  Roll 


The  member  is  a brave  till  he  has  taken  a scalp, 
after  that  he  is  a warrior. 

TEEPEES  AND  TENTS 

The  Indian  teepee  has  the  advantage  of  picturesque- 
ness, also  of  comfort  in  cold  weather,  because  it  admits' 
of  an  open  fire  inside.  It  has  the  disadvantages  of 
allowing  some  rain  to  enter  through  the  smoke- vent  in 
very  wet  weather.  A twelve-foot  teepee  (needing  four- 
teen poles),  big  enough  for  half  a dozen  boys,  can  be 
made  for  three  dollars,  plus  labor  (see  “Two  Little 
Savages”),  or  it  can  be  bought  ready  made  for  about 
thrice  that. 

There  is  one  great  evil  that  campers  should  beware 
of,  that  is  rheumatism.  But  none  need  suffer  if  they 
will  take  the  simple  precaution  of  changing  their  wet 
clothes  when  not  in  action  and  never  sleeping  directly 
on  the  ground.  A warm,  dry  place  for  the  bed  should 
be  prepared  in  every  tent  and  teepee. 

An  adapted  teepee  that  is  rain-proof  is  among 
those  now  on  the  market,  or  the  old-fashioned  teepee 
may  be  improved  wTith  a three-foot  “bull  boat”  or 
storm-cap  of  canvas,  to  cover  the  ends  of  the  poles. 

Tents  of  any  good  kind  will  answer,  but  they  do 
not  admit  of  a fire  within.  They  are,  however,  excel- 
lent for  storage.  A tent  painted  teepee-fashion  may 
be  made  very  picturesque. 

22 

TEEPEES 


The  Birch-Bark  Roll 


Various  Tepees  (Smoke-Poles  left  out). 


23 


The  Complete  Teepee  Cover  — Unornamented. 
A — Frame  for  Door. 

B — Door  Completed. 

24 


The  Birch-Bark  Roll 

A q 


' Door 

E\/\/G 

Door  ’ ' ; 

\ 

F R 

j 

L 

0 

0 

0 

0 

0 

.'.M- 

\ 

/5moKe-flap.  2 

/ 

3ca.le  six  feet 

Pattern  of  10-Foot  Teepee. 


25 


The  Bhch'-Batfe  Roll 


i 


RED  — All  parts  marked  so  : ITT  I [ i I ! T 1 . Smoke-flaps  and  all  tops  of  teepees, 
stem  of  pipe,  lower  half-circle  under  pipe,  middle  part  of  bowl,  wound 
on  side  of  Elk,  blood  falling  and  on  trail;  Horse,  middle  Buffalo,  two 
inner  bars  of  pathway  up  back;  also  short,  dark  crossbars,  spot  on 
middle  of  two  door-hangers,  and  fringe  of  totem  at  top  of  pathway,  and 
two  black  lines  on  doorway. 

YELLOW  — All  parts  marked  so:  I ' d.  Upper  half-circle  under  pipe 
stem,  upper  half  of  each  feather  on  pipe  ; horseman  with  bridle,  saddle 
and  one  hindfoot  of  Horse  ; the  largest  Buffalo,  the  outside  upright  of 
the  pathway  ; the  ground  colors  of  the  totem  ; the  spotted  crossbars  of 
pathway  ; the  four  patches  next  the  ground,  the  two  patches  over  door, 
and  the  rings  of  door-hanger. 

GREEN  — All  parts  marked  so:  Bowl  of  pipe,  spot  over  it; 

feather  tips  of  same ; Elk,  first  Buffalo,  middle  line  on  each  side  path- 
way, and  around  teepee  top;  two  dashed  crossbars  on  totem  and 
dashed  crossbars  on  pathway  ; bar  on  which  Horse  walks ; lower  edge 
and  line  of  spots  on  upper  part  of  door. 


26 


1 


The  Birch-Bark  Roll 


The  drawing  (p.  26)  shows  a real  Sioux  teepee  at 
present  in  my  collection. 

This  was  made  of  skins.  The  ground  color  was  of 
soft  gray;  the  design  in  pale  flat  tints  of  delicate  red, 
yellow,  and  green,  as  below.  No  other  outlines  were 
used. 

Putting  up  the  Teepee.  Drive  a small  stake  in  the 
ground  where  the  centre  of  the  teepee  will  come,  and 
about  this  as  centre  mark  a circle,  the  same  diameter  as 
the  tent.  For  a twelve-foot  teepee,  a twelve-foot  circle, 
etc. 

With  one  end  of  a twentv-foot  rope  tie  together  three 
of  the  poles  at  a point  as  high  as  the  top  of  the  canvas. 
Set  them  as  a tripod,  their  ends  touching  the  edge  of 
the  circle.  Then  set  up  the  other  poles  (except  three, 
including  the  two  slender  ones)  for  the  frame  of  the 
teepee,  their  ends  on  the  circumference  of  the  circle, 
their  tops  resting  in  the  angles  of  the  tripod.  Now 
with  the  loose  end  of  the  twenty-foot  rope  bind  all  the 
poles  where  they  cross  by  walking  several  times  around 
the  frame  on  the  outside,  and  drawing  the  rope  tight 
as  you  go.  The  loose  end  may  be  left  hanging  down 
inside  for  an  anchor. 

Now  fasten  the  top  of  the  teepee  cover  to  one  of  the 
poles  left  over,  at  a point  twrelve  feet  up.  Raise  this 
into  its  place,  and  the  teepee  cover  with  it,  opposite 
where  the  door  is  to  be.  Carry  the  two  wings  of  the 
tent  around  till  they  overlap  and  fasten  together  with 


27 

TEEPEES 


The  Birch-Bark  Roil 


the  lacing-pins.  Put  the  end  of  a vent-pole  in  each  of 
the  vent-flap  pockets,  outside  of  the  teepee.  Peg 
down  the  edges  of  the  canvas  at  each  loop  if  a storm 
is  coming,  otherwise  a few  will  do.  Hang  the  door 
on  a convenient  lacing-pin.  Drive  a stout  stake  inside 
the  teepee,  tie  the  anchor  rope  to  this  and  the  teepee  is 
ready  for  weather.  In  the  centre  dig  a hole  eighteen 
inches  wide  and  six  inches  deep  for  the  fire.  The  fire 
is  the  great  advantage  of  the  teepee,  and  the  smoke  one 
of  the  disadvantages,  but  experience  will  show  how  to 
manage  this.  Keep  the  smoke- vent  swung  down  wind, 
or  at  least  quartering  down.  Sometimes  you  must 
leave  the  door  a little  open  or  raise  the  bottom  of  the 
teepee  cover  a little  on  the  windward  side.  If  this 
makes  too  much  draft  on  your  back  stretch  a piece  of 
canvas  between  two  or  three  of  the  poles  inside  the 
teepee,  in  front  of  the  opening  made,  and  reaching  to 
the  ground.  This  is  alining  or  dew-cloth.  The  draft 
will  go  up  behind  this. 


ART 

All  students  of  the  Indian  art 
are  satisfied  that  in  this  we  find 
the  beginnings  of  something 
that  may  develop  into  a great 
and  original  school  of  decora- 
tion. Not  having  learned  their 
traditions,  conventions,  and 
K inner  impulse,  we  believe  that 


X 


The  Birch-Bark  Roll 


at  present  we  shall  do  best  by  preserving  and  closely 
copying  the  best  of  the  truly  native  productions. 

Therefore,  in  decorating  teepees,  etc.,  we  use  only 
literal  copies  of  the  good  Indian  work. 

MUSIC 

We  encourage  musical  talent  as  much  as  possible. 
Around  the  nightly  camp-fire  songs  and  music  are  in 
great  demand.  The  drum  is  essential  also  for  the 
numerous  song-dances  and  song-plays. 

ARCHERY 

The  Tribe  should  own  a Standard  Target , that  is, 
four  feet  across,  circular,  made  of  straw,  with  a thin 
oilcloth  cover,  marked  with  a nine  and  six-tenths  inch 
centre  of  gold  (called  by  some  of  our  Tribes  “the 
Buffalo’s  Eye”);  outside  of  that  a four  and  eight-tenths 
inch  band  of  red,  next  a similar  band  of  blue,  next  of 
black,  next  of  white.  In  scoring,  the  gold  is  9,  the  red 
7,  the  blue  5,  the  black  3,  the  white  1.  The  shortest 
match  range  for  the  target  is  forty  yards.  If  it  is  a 
three-foot  target  the  match  range  is  reduced  to  thirty 
yards. 

A target  can  be  made  of  a burlap  sack  about  five 
feet  square.  This  should  be  stuffed  full  of  hay  or 
straw,  then  flattened  by  a few  quilting  stitches  put 
right  through  with  a long  packing  needle.  On  this 
the  target  is  painted  of  exact  right  size  and  color 

29 


The  Birch-Bark  Roll 


Each  brave  should  have  a bow  that  pulls  from  ten 
pounds  up;  about  one  pound  for  each  year  of  his  age 
is  a safe  guide  for  boys  up  to  sixteen.  He  should  have 
at  least  six  arrows  and  a quiver.  The  arrows  twenty- 
five  inches  long,  with  three  feathers,  cone-points  of 
steel  or  iron;  brass  points  are  useless.  A guard  or 
bracer  for  the  left  wrist  is  needed,  and  most  boys  re- 
quire a glove  to  protect  the  fingers  of  the  right  hand. 

The  correct  way  to  shoot  with  a bow  is  fully  set  forth 
in  “Two  Little  Savages.” 

THE  GAMES 
Deer-Hunting 

The  Deer  Hunt  has  proved  one  of  our  most  successful 
games. 

The  Deer  is  a dummy,  best  made  with  a wire  frame, 
on  which  soft  hay  is  wrapped  till  it  is  of  proper  size  and 
shape,  then  all  is  covered  with  open  burlap.  A few 
touches  of  white  and  black  make  it  very  realistic. 

If  time  does  not  admit  of  a well-finished  Deer,  one 
can  be  made  of  a sack  stuffed  with  hay,  decorated  at 
one  end  with  a smaller  sack  for  head  and  neck,  and 
set  on  four  thin  sticks. 

The  side  of  the  Deer  is  marked  with  a large  oval,  and 
over  the  heart  is  a smaller  one. 

Bows  and  arrows  only  are  used  to  shoot  this  deer. 

A pocket  full  of  corn,  peas,  or  other  large  grain  is 
now  needed  for  scent.  The  boy  who  is  the  Deer  for 

30 


The  Birch-Bark  Roll 


the  first  hunt  takes  the  dummy  under  his  arm  and 
runs  off,  getting  ten  minutes  start,  or  until  he  comes 
and  shouts  “ ready !”  He  leaves  a trail  of  corn,  drop- 
ping two  or  three  grains  for  every  yard  and  making 
the  trail  as  crooked  as  he  likes,  playing  such  tricks 
as  a Deer  would  do  to  baffle  his  pursuers.  Then  he 
hides  the  Deer  in  any  place  he  fancies,  but  not  among 
rocks  or  on  the  top  of  a ridge,  because  in  one  case 
many  arrows  would  be  broken,  and  in  the  other,  lost. 

The  hunters  now  hunt  for  this  Deer  just  as  for  a 
real  Deer,  either  following  the  trail  or  watching  the 
woods  ahead;  the  best  hunters  combine  the  two.  If 
at  any  time  the  trail  is  quite  lost  the  one  in  charge 
shouts  “ Lost  Trail!”  After  that  the  one  who  finds 
the  trail  scores  two . Any  one  giving  a false  alarm  by 
shouting  “ Deer ” is  fined  jive. 

Thus  they  go  till  some  one  finds  the  Deer.  He 
shouts  “Deer!”  and  scores  ten  for  finding  it.  The 
others  shout  “Second”  “Third”  etc.,  in  order  of  see- 
ing it,  but  they  do  not  score. 

The  finder  must  shoot  at  the  Deer  with  his  bow  and 
arrow  from  the  very  spot  whence  he  saw  it.  If  he 
misses,  the  second  hunter  may  step  up  five  paces, 
and  have  his  shot.  If  he  misses,  the  third  one  goes 
five,  and  so  on  till  some  one  hits  the  Deer,  or  until  the 
ten-yard  limit  is  reached.  If  the  finder  is  within 
ten  yards  on  sighting  the  Deer,  and  misses  his  shot,  the 
other  hunters  go  back  to  the  ten-yard  limit.  Once  the 


The  Birch-Bark  Roll 


Deer  is  hit,  all  the  shooting  must  be  from  the  exact 
spot  whence  the  successful  shot  was  fired. 

A shot  in  the  big  oval  is  a body  wound;  that  scores  five. 
A shot  outside  that  is  a scratch;  that  scores  two . A shot 
in  the  small  oval  or  heart  is  a heart  wound;  it  scores 
ten , and  ends  the  hunt.  Arrows  which  do  not  stick  do 
not  count,  unless  it  can  be  proved  that  they  passed 
right  through,  in  which  case  they  take  the  highest 
score  that  they  pierced. 

If  all  the  arrows  are  used  and  none  in  the  heart, 
the  Deer  escapes,  and  the  boy  who  was  Deer  scores 
twenty -jive . 

The  one  who  found  the  dummy  is  Deer  for  the  next 
hunt.  A clever  Deer  can  add  greatly  to  the  excite- 
ment of  the  game. 

Originally  we  used  paper  for  scent,  but  found  it 
bad.  It  littered  the  woods,  yesterday’s  trail  was  con- 
fused with  that  of  to-day,  etc.  Corn  proved  better, 
because  the  birds  and  the  squirrels  kept  it  cleaned  up 
from  day  to  day,  and  thus  the  ground  was  always 
ready  for  a fresh  start.  But  the  best  of  all  is  the 
hoof  mark  for  the  shoe.  These  iron  hoof  marks  are 
fast  to  a pair  of  shoes,  and  leave  a trail  much  like  a 
real  Deer.  This  has  several  advantages.  It  gives 
the  hunter  a chance  to  tell  where  the  trail  doubled, 
and  which  way  the  Deer  was  going.  It  is  more  realis- 
tic, and  a boy  who  can  follow  this  skilfully  can  follow 
a living  Deer.  In  actual  practice  it  is  found  well  to 

32 


The  Birch-Bark  Roll 


use  a little  corn  with  this  on  the  hard  places,  a plan 
quite  consistent  with  realism,  as  every  hunter  will 

THE  BEAR  HUNT 


OR 

THE  HUNTING  OF  MISHI-MOKWA 

This  is  played  by  half  a dozen  or  more  boys.  Each 
has  a club  about  the  size  and  shape  of  a base  ball 
club,  but  made  of  straw  tied  around  two  or  three 
switches  and  tightly  sewn  up  in  burlap. 

One  big  fellow  is  selected  for  the  Bear.  He  has  a 


school-bag  tightly  strapped  on  his  back,  and  in  that 
a toy  balloon  fully  blown  up.  This  is  his  heart.  On 
his  neck  is  a bear-claw  necklace  of  wooden  beads 
and  claws.  (See  cut.) 


33 


St  vv*  Club 


The  Birch-Bark  Roll 


He  has  three  dens  about  one  hundred  yards  apart 
in  a triangle.  While  in  his  den  the  Bear  is  safe.  If 
the  den  is  a tree  or  rock,  he  is  safe  while  touching  it. 
He  is  obliged  to  come  out  when  the  chief  hunter  counts 
ioo,  and  must  go  the  rounds  of  the  three  till  the  hunt 
is  settled. 

The  object  of  the  hunters  is  to  break  the  balloon 
or  heart,  that  is,  kill  the  Bear.  He  must  drop  dead 
when  the  heart  bursts.  The  hunter  who  kills  him 
claims  the  necklace. 

But  the  Bear  also  has  a club  for  defence.  Each 
hunter  must  wear  a hat,  and  once  the  Bear  knocks 
a hunter’s  hat  off,  that  one  is  dead  and  out  of  this 
hunt.  He  must  drop  where  his  hat  falls. 

Tackling  of  any  kind  is  forbidden. 

The  Bear  wins  by  killing  or  putting  to  flight  all 
the  hunters.  In  this  case  he  keeps  the  necklace. 

The  savageness  of  these  big  Bears  is  indescribable. 
Many  lives  are  lost  in  each  hunt,  and  it  has  several 
times  happened  that  the  whole  party  of  hunters  has 
been  exterminated  by  some  monster  of  unusual  ferocity. 

This  game  has  also  been  developed  into  a play. 


SPEARING  THE  GREAT  STURGEON 

This  water  game  is  exceedingly  popular  and  is 
especially  good  for  public  exhibition,  being  spectacu- 
lar and  full  of  amusement  and  excitement. 


34 


The  Birch-Bark  Roll 


The  outfit  needed  is: — 

(1)  A Sturgeon  roughly  formed  of  soft  wood;  it 
should  be  about  seven  feet  long  and  nearly  a foot 
thick  at  the  head.  It  may  be  made  realistic,  or  a small 
log  pointed  at  both  ends  will  serve. 

(2)  Two  spears  with  six-inch  steel  heads  and  wooden 
handles  (about  four  feet  long).  The  points  should  be 
sharp,  but  not  the  barbs.  Each  head  should  have  an 
eye  to  which  is  attached  twenty  feet  of  one-quarter 
inch  rope.  On  each  rope,  six  feet  from  the  spear- 
head, is  a fathom-mark  made  by  tying  on  a rag  or 
cord. 

(3)  Two  boats  with  crews.  Each  crew  consists 
of  a Spearman,  who  is  captain,  and  one  or  two  oars- 
men or  paddlers,  of  which  the  after  one  is  the  pilot. 
All  should  be  expert  swimmers  or  else  wear  life  belts 
during  the  game. 

The  Game . Each  boat  has  a base  or  harbor;  this 
is  a given  part  of  shore  opposite  that  of  the  enemy. 
The  Sturgeon  is  left  by  the  Medicine-man’s  canoe  at  a 
point  midway  between  the  bases.  At  the  word  “Go!” 
each  boat  leaves  its  base  and,  making  for  the  Sturgeon, 
tries  to  spear  it,  then  drag  it  by  the  line  to  his  base. 
When  both  get  their  spears  into  it  the  contest  becomes 
a tug  of  war  until  one  of  the  spears  pulls  out. 

The  Sturgeon  is  landed  when  the  prow  of  the  boat 
that  has  it  in  tow  touches  its  proper  base,  even  though 
the  spear  of  the  enemy  is  then  in  the  fish ; or  it  is  landed 


.:,/)// 4 


The  Birch-Bark  Roll 


when  the  fish  itself  touches  base.  The  boats  change 
bases  after  each  heat. 

Matches  are  usually  for  one,  three,  or  five  Sturgeon. 
Points  are  counted  only  for  the  landing  of  the  fish,  but 
the  Medicine-man  may  give  the  decision  on  a foul  or  a 
succession  of  fouls,  or  the  delinquent  may  be  set  back 
one  or  more  boat  lengths. 

Sometimes  the  game  is  played  in  canoes  or  boats, 
with  one  man  as  Spearman  and  crew. 

Rules.  It  is  not  allowed  to  push  the  Sturgeon  into  a 
new  position  with  the  spear  or  paddle  before  striking. 

It  is  allowed  to  pull  the  Sturgeon  under  the  boat  or 
pass  it  around  by  using  the  line  after  spearing. 

It  is  allowed  to  lay  hands  on  the  other  boat  to  prevent 
a collision,  but  otherwise  it  is  forbidden  to  touch  the 
other  boat  or  crew  or  paddle  or  spear  or  line,  or  to  lay 
hands  on  the  fish,  or  to  touch  it  with  the  paddle  or  oar, 
or  touch  your  own  spear  while  it  is  in  the  fish,  or  to  tie 
the  line  around  the  fish  except  so  far  as  this  may  be 
accidentally  done  in  spearing. 

It  is  allowed  to  dislodge  the  enemy’s  spear  by  throw- 
ing your  own  over  it.  The  purpose  of  the  barbs  is  to 
assist  in  this. 

It  is  allowed  to  run  onto  the  Sturgeon  with  the  boat. 

It  is  absolutely  jorbidden  to  throw  over  the  other  boat 
or  over  the  heads  of  your  crew. 

In  towing  the  Sturgeon  the  fathom-mark  must  be 
over  the  gunwale  — at  least  six  feet  of  line  should  be 

36 


The  Bitch-Bark  Roll 


out  when  the  fish  is  in  tow.  It  is  not  a foul  to  have 
less,  but  the  Spearman  must  at  once  let  it  out  if  the 
umpire  or  the  other  crew  cries  “fathom!” 

The  Spearman  is  allowed  to  drop  the  spear  and  use 
the  paddle  or  oar  at  will,  but  not  to  resign  his  spear  to 
another  of  the  crew.  The  Spearman  must  be  in  his 
boat  when  the  spear  is  thrown. 

If  a boat  is  upset  the  Medicine-man’s  canoe  helps 
them  to  right. 

Each  crew  must  accept  the  backset  of  its  accidents. 

TILTING  IN  THE  WATER 

For  this  we  usually  have  two  boats  or  war  canoes 
manned  by  four  men  each.  These  are  a Spearman, 
who  is  also  Captain,  a Piloh  and  two  Oarsmen. 

The  Spearman  is  armed  with  a light  pole  or  bamboo 
twelve  feet  long,  with  a soft  pad  on  the  end.  Some- 
times this  is  further  provided  with  a hook.  This  is  a 
forked  branch  with  limbs  a foot  long;  one  is  lashed  to 
the  bamboo,  the  other  projecting  out  a foot,  and 
slightly  backward.  The  end  of  the  spear  and  the  fork 
are  now  thoroughly  padded  with  burlap  to  the  shape 
of  a Duck’s  head  and  bill.  And  it  is  all  the  better  if 
cased  in  waterproof,  as  this  keeps  it  from  getting  wet 
and  heavy.  The  object  of  the  hook  is  to  change 
suddenly  from  pushing,  and  to  pull  the  enemy  by 
hooking  round  his  neck.  Each  boat  should  have  a 

37 


The  Birch-Bark  Roll 


quarter-deck  or  raised  platform  at  one  end,  on  which 
the  Spearman  stands. 

The  battle  is  fought  in  rounds  and  by  points. 

To  put  your  opponent  back  into  the  canoe  with  one 
foot  counts  you  5;  two  feet,  10.  If  he  loses  his  spear 
you  count  5 (excepting  when  he  is  put  overboard). 


Head  of  liitmq  S/iezv 


If  you  put  him  down  on  one  knee  or  the  fighting  deck, 
you  count  5;  two  knees,  10.  If  you  put  him  overboard 
it  counts  25.  One  hundred  points  is  a round. 

A battle  is  for  one  or  more  rounds,  as  agreed  on. 

It  is  forbidden  to  hook  or  strike  below  the  belt. 

The  umpire  may  dock  for  fouls. 


CANOE  TAG 


Any  number  of  canoes  or  boats  may  engage  in  this. 
A rubber  cushion,  a hot-water  bag  full  of  air,  any  rubber 


38 


The  Birch-Bark  Roll 


football,  or  a cotton  bag  with  a lot  of  corks  in  it,  is 
needed.  The  game  is  to  tag  the  other  canoe  by  throw- 
ing this  into  it. 

The  rules  are  as  in  ordinary  cross-tag. 

SCOUTING 

Scouts  are  sent  out  in  pairs  or  singly.  A number  of 
points  are  marked  on  the  map  at  equal  distances  from 
camp,  and  the  scouts  draw  straws  to  see  who  goes 
where.  If  one  place  is  obviously  hard,  the  scout  is 
allowed  a fair  number  of  points  as  handicap.  All  set 
out  at  same  time,  go  direct,  and  return  as  soon  as 
possible. 

Points  are  thus  allowed : — 

Last  back,  zero  for  travelling. 

The  others  count  one  for  each  minute  they  are  ahead 
of  the  last. 

Points  up  to  ioo  are  allowed  for  their  story  on  return. 

Sometimes  we  allow  io  points  for  each  Turtle  they 
bring  back;  io  for  each  Owl  seen  and  properly  named; 
5 for  each  Hawk,  and  i each  for  other  wild  birds;  also 
2 for  a Cat;  i for  a Dog. 

No  information  is  given  the  scout;  he  is  told  to  go 
to  such  a point  and  do  so  and  so,  but  is  fined  points  if 
he  hesitates  or  asks  how  or  why,  etc. 


39 


The  Birch-Bar fc  Roll 


POLE  STAR 

Each  competitor  is  given  a long,  straight  stick,  in 
daytime,  and  told  to  lay  it  due  north  and  south.  In 
doing  this  he  may  guide  himself  by  sun,  moss,  or  any- 
thing he  can  find  in  nature,  — anything,  indeed,  except 
a compass. 

The  direction  is  checked  by  a good  compass  corrected 
for  the  locality.  The  one  who  comes  nearest  wins. 

It  is  optional  with  the  judges  whether  the  use  of  a 
time-piece  is  to  be  allowed. 

THE  GAME  OF  QUICKSIGHT 

Make  two  boards  about  a foot  square,  divide  each 
into  twenty-five  squares;  get  ten  nuts  and  ten  pebbles. 
Give  to  one  player  one  board,  five  nuts,  and  five  peb- 


a 

© 

I • 

0 

@ 

© 

0 

© 

O 

coujite  rs 

Qvicksiyht  G&me  99999 

40 


The  Birch-Bark  Roll 


bles.  He  places  these  on  the  squares  in  any  pattern  he 
fancies,  and  when  ready  the  other  player  is  allowed  to 
see  it  for  five  seconds.  Then  it  is  covered  up,  and  from 
the  memory  of  what  he  saw  the  second  player  must 
reproduce  the  pattern  on  his  own  board.  He  counts 
one  for  each  that  was  right,  and  takes  off  one  for  each 
that  was  wrong.  They  take  turn  and  turn  about. 

This  game  is  a wonderful  developer  of  the  power  to 
see  and  memorize  quickly. 

FAR-SIGHT,  OR  SPOT-THE-RABBIT 

Take  two  six-inch  squares  of  stiff  white  pasteboard 
or  whitened  wood.  On  each  of  these  draw  an  outline 
Rabbit,  one  an  exact  duplicate  of  the  other.  Make 
twenty  round  black  wafers  or  spots,  each  half  an  inch 
across.  Let  one  player  stick  a few  of  these  on  one 
Rabbit-board  and  set  it  up  in  full  light.  The  other, 
beginning  at  one  hundred  yards,  draws  near  till  he  can 
see  the  spots  well  enough  to  reproduce  the  pattern  on 
the  other  which  he  carries.  If  he  can  do  it  at  seventy- 
five  yards  he  has  wonderful  eyes.  Down  even  to  seventy 
he  counts  grand  coup;  from  seventy  to  sixty  counts 
coup.  Below  that  does  not  count  at  all. 

RABBIT  HUNT 

The  game  of  Rabbit-hunting  is  suited  for  tw^  hunters 
in  limited  grounds. 


4i 


The  Birch-Bark  Roll 


Three  little  sacks  of  brown  burlap,  each  about 
eight  inches  by  twelve,  are  stuffed  with  hay. 

At  any  given  place  in  the  woods  the  two  hunters 
stand  in  a ten-foot  circle  with  their  bows  and  arrows. 
One  boy  is  blind-folded;  the  other,  without  leaving  the 
circle,  throws  the  Rabbits  into  good  hiding  places  on 
the  ground.  Then  the  second  hunter  has  to  find  the 
Rabbits  and  shoot  them  without  leaving  the  circle. 
The  lowest  number  of  points  wins,  as  in  Golf.  If 
the  hunter  has  to  leave  the  circle  he  gets  one  point 
for  every  step  he  takes  outside.  After  he  sees  the 
Rabbit  he  must  keep  to  that  spot  and  shoot  till  it  is 
hit  once.  One  shot  kills  it,  no  matter  where  struck. 
For  every  shot  he  misses  he  gets  five  points. 

After  his  first  shot  at  each  Rabbit  the  hider  takes 
alternate  shots  with  him. 

If  it  is  the  hider  who  kills  the  Rabbit,  the  hunter 
adds  ten  points  to  his  score.  If  the  hunter  hits  it, 
he  takes  ten  off  his  score. 

If  the  hunter  fails  to  find  all  the  Rabbits  he  scores 
twenty-five  for  each  one  he  gives  up. 

The  hider  cannot  score  at  all.  He  can  only  help 
his  friend  into  trouble.  Next  time  the  two  change 
places. 

A match  is  usually  for  two  brace  of  Rabbits? 


42 


The  Bhch-Bark  Roll 


HOSTILE  SPY 

Hanging  from  the  Totem-pole  is  a red  or  yellow 
horsetail.  This  is  the  Grand  Medicine  Scalp  of  the 
Tribe.  The  Hostile  Spy  has  to  steal  it.  The  Medi- 
cine-man goes  around  on  the  morning  of  the  day  and 
whispers  to  various  braves,  “Look  out  — there’s  a 
spy  in  camp.”  At  length  he  gets  secretly  near  the 
one  he  has  selected  for  Spy  and  whispers,  “Look 
out,  there’s  a spy  in  camp,  and  you  are  it .”  He  gives 
him  at  the  same  time  some  bright-colored  badge,  that 
he  must  wear  as  soon  as  he  has  secured  the  Medicine 
Scalp.  He  must  not  hide  the  scalp  on  his  person,  but 
keep  it  in  view.  He  has  all  day  till  sunset  to  get 
away  with  it.  If  he  gets  across  the  river  or  other 
limit,  with  warriors  in  close  pursuit,  they  give  him  ten 
arrowheads  (two  and  one  half  cents  each),  or  other 
ransom  agreed  on.  If  he  gets  away  safely  and  hides 
it,  he  can  come  back  and  claim  fifteen  arrow-heads 
from  the  Council  as  ransom  for  the  scalp.  If  he  is 
caught  he  pays  his  captor  ten  arrow-heads  ransom 
for  his  life. 


THE  MAN  HUNT 

This  is  played  with  a Scout  and  ten  or  more  Hostiles, 
or  hounds,  according  to  the  country,  more  when  it  is 
rough  or  wooded. 

The  Scout  is  given  a letter  addressed  to  the  “Mili- 
43 


The  Birch-Bat k Roll 


tary  Commandant”*  of  any  given  place  a mile  or  two 
away.  He  is  told  to  take  the  letter  to  any  one  of  three 
given  houses,  and  get  it  endorsed,  with  the  hour  when 
he  arrived,  then  return  to  the  starting  point  within  a 
certain  time. 

The  Hostiles  are  sent  to  a point  half  way,  and  let  go 
by  a starter  at  the  same  time  as  the  Scout  leaves  the 
Camp.  They  are  to  intercept  him. 

If  they  catch  him  before  he  delivers  the  letter  he 
must  ransom  his  life  by  paying  each  two  arrow-heads 
(or  other  forfeit)  and  his  captor  keeps  the  letter  as  a 
trophy.  If  he  gets  through,  but  is  caught  on  the  road 
back,  he  pays  half  as  much  for  his  life.  If  he  gets 
through,  but  is  over  time,  it  is  a draw.  If  he  gets 
through  successfully  on  time  he  claims  three  arrow- 
heads from  each  Hostile  and  keeps  the  letter  as  a 
trophy. 

They  may  not  follow  him  into  the  house  (that  is, 
the  Fort),  but  may  surround  it  at  one  hundred  yards 
distance,  or  nearer  if  they  do  not  show  themselves. 
They  do  not  know  which  three  houses  he  is  free  to 
enter,  but  they  do  know  that  these  are  within  certain 
narrow  limits. 

The  Scout  should  wear  a conspicuous  badge  (hat, 
shirt,  coat,  or  feather,)  and  may  ride  a wheel  or  go  in 
a wagon  etc.,  as  long  as  his  badge  is  clearly  visible. 

*The  “ Military  Commandant”  is  usually  the  lady  of  the  house 
that  he  gets  to. 


44 


The  Birch-Bark  Roll 


To  “tag”  the  Scout  is  not  to  capture.  “The  block- 
ade to  be  binding  must  be  effectual.” 

A LIST  OF  EXPLOITS  OR  COUPS  THAT  EN- 
TITLE THE  BRAVE  TO  A DECORATION 

These  exploits  are  intended  to  distinguish  those 
braves  who  are  first  class  in  their  department  and 
those  who  are  so  good  that  they  may  be  considered  in 
the  record-making  class . They  may  be  called  Honors 
and  High  Honors,  but  the  Plains  Indians  speak  of 
their  exploits  as  Coup  (pronounced  coo)  and  Grand 
Coup . The  Sioux,  I am  informed,  use  the  French 
word  coup , but  call  them  “ Jus- tee-na  coo  ” and  “ Tonka 
coo,”  the  “Little  Deed,”  and  the  “Big  Deed.” 

The  decoration  for  a Coup  or  Honor  is  a Pond-eagle 
feather  for  the  war-bonnet,  or  a wampum  medal  for 
the  coat,  or  both. 

For  the  High  Honor  or  Grand  Coup  the  Pond- 
eagle  feather  has  a red  tuft  of  horsehair  on  the  top,  and 
the  wampum  medal  is  of  double  size  with  a circle 
around  the  symbol. 

No  one  can  count  both  Coup  and  Grand  Coup,  or 
repeat  their  honor  in  the  same  department,  except  for 
Heroism,  Mountain-climbing,  and  others  that  are 
specified  as  “ repeaters,”  in  which  each  honor  is  added 
to  that  previously  worn. 

No  honors  are  conferred  unless  the  exploit  has  been 
45 


The  Birch-Bark  Roll 


properly  witnessed  or  proven,  as  though  for  the  Cen- 
tury Bar  of  the  L.  A.  W.  Honors  are  allowed  accord- 
ing to  the  standard  of  the  year  in  which  the  application 
was  made. 

An  honor  once  won  can  never  be  lost  for  subsequent 
failure  to  reach  the  standard. 

Except  when  otherwise  stated  the  exploits  are  meant 
for  all  ages. 

Any  brave  making  Coup  according  to  the  class  above 
him  may  count  it  a Grand  Coup  in  his  own  class, 
unless  otherwise  provided. 

SACHEMS  AND  SAGAMORES 

Those  with  12  Coups  are  Sub-Sachems. 

Those  who  have  won  24  Coups,  that  is,  who  have 
completed  the  circle  of  feathers  in  their  headdress, 
are  Sachems. 

Those  with  24  Grand  Coups  are  Grand  Sachems. 

Those  with  48  Coups,  that  is,  who  have  completed 
both  circle  and  tail  of  the  headdress,  are  Sagamores. 

Those  with  48  Grand  Coups  are  Grand  Sagamores. 

All  of  these  except  the  Sub-Sachems  are  entitled  to 
sit  in  the  Council  without  election. 

They  are  Red,  White,  or  Blue  Sagamores  or  Sachems, 
according  to  the  class  in  which  they  have  won  most 
honors,  and  they  rank  in  the  order  here  given. 


46 


The  Birch-Bark  Roll 


CLASS  I.  RED  HONORS 
HEROISM 

1.  Honors  are  allowed  for  saving  a human  life  at  risk 
of  one’s  own;  it  is  a coup  or  grand  coup,  at  the  dis- 
cretion of  the  Council. 

2.  A soldier’s  war  medals  count  for  a grand  coup 
each. 

3.  Courage.  The  measure  of  courage  has  not  yet 
been  discovered. 

CLASS  II.  WHITE  HONORS 
CAMPERCRAFT 

4.  Come  to  camp  through  strange  woods  from  a 
point  one  mile  off  and  return  in  30  minutes,  for  coup; 
in  20  for  grand  coup. 

5.  Light  15  camp  fires  in  succession  with  15  matches, 
all  at  different  places,  all  with  stuff  found  in  the  woods 
by  the  boy  himself,  one  at  least  to  be  on  a wet  day,  for 
coup ; if  all  1 5 are  done  on  wet  days,  or  if  he  does  30, 
of  which  two  are  on  wet  days,  it  counts  grand  coup. 

6.  Light  a fire  with  fire  drill  or  rubbing  sticks,  with 
material  of  one’s  own  gathering,  counts  a coup;  to  do 
it  in  one  minute  counts  a grand  coup. 

7.  To  chop  down  three  6-inch  trees  in  succession 
in  60  seconds  each,  throwing  them  to  drive  each  a 
given  stake,  coup;  in  45  seconds  each,  grand  coup. 

47 


The  Birch-Bark  Roll 


8.  Know  and  name  15  star  groups,  for  coup;  know 
20  star  groups  and  tell  the  names  and  something  about 
at  least  one  star  in  each,  for  grand  coup. 

9.  Take  the  latitude  from  the  stars  at  night  with  a 
cartwheel,  or  some  home-made  instrument,  three  times 
from  different  points,  within  two  degrees  of  average 
error,  for  coup;  one  degree  for  grand  coup. 

10.  To  measure  the  height  of  10  trees  without  climb- 
ing, or  10  distances  across  a river,  etc.,  without  cross- 
ing, within  10  per  cent  of  average  error,  for  coup; 
5 per  cent  for  grand  coup.  Tools,  an  axe  and  a 
pocket  rule  only. 

11.  To  guess  one  inch,  one  foot,  one  yard,  one  rod, 
one  acre,  100  yards,  200  yards,  one-quarter  mile,  one- 
half  mile,  and  a mile,  within  20  per  cent  of  average 
error,  for  coup;  10  per  cent  for  grand  coup. 

12.  To  guess  the  height  of  10  trees  or  other  high 
things,  and  the  weight  of  10  stones  or  other  things  rang- 
ing from  one  ounce  to  100  pounds,  within  10  per  cent 
of  average  error,  for  coup;  5 per  cent  for  grand  coup. 

13.  Camper.  A coup  for  passing  30  successive  days 
out  of  doors,  never  once  sleeping  under  shingles,  but 
in  tent,  teepee,  or  bivouac,  every  night.  A grand 
coup  for  60  days  of  the  same. 

14.  Lone  tramper.  A coup  for  travelling  alone  on 
foot,  100  miles,  carrying  one’s  outfit,  sleeping  out  every 
night;  a grand  coup  for  200  miles. 

13.  Gang-tramper.  A coup  for  travelling  150  miles 
48 


The  Birch-Bark  Roll 


on  foot  with  a party,  carrying  one’s  own  outfit,  sleeping 
out  every  night;  a grand  coup  for  250  miles. 

16.  Traveller.  A grand  coup  for  having  passed  the 
Royal  Geographical  Society’s  examination  of  “ expert 
traveller.” 

17.  Arctic  traveller.  A coup  for  entering  the  Arctic 
circle  by  sea;  a grand  coup  by  land. 

18.  Tropic  traveller.  A coup  for  crossing  the  equator 
by  sea  or  rail;  a grand  coup  on  foot. 

19.  Red  Cross.  A grand  coup  for  having  passed 
the  Red  Cross  examination  of  first  aid  to  the  wounded. 

20.  Boat-builder.  Build  a boat  that  will  carry  two 
men  and  that  can  be  paddled,  rowed  or  sailed  by  them 
6 miles  an  hour,  coup;  7 miles  an  hour,  grand  coup. 

21.  To  have  made  a birch  canoe  that  has  travelled, 
with  at  least  one  man  aboard,  100  miles  or  more  in 
safety,  grand  coup. 

22.  Expert  canoeman.  A coup  is  allowed  to  those 
who  can  paddle  (single)  a canoe  on  dead  water,  make 
their  canoe  coup  (see  No.  68),  spill  the  canoe  and  get 
into  her  again,  and  bale  her  alone;  a grand  coup  when 
they  make  their  canoe  coup,  spill,  right,  and  bale  the 
canoe  alone,  three  times  in  succession,  and  have  run 
a rapid  that  falls  six  feet  in  200  yards. 

23.  In  sign-talking , to  know  and  use  correctly  50 
signs,  for  coup;  100  signs,  grand  coup. 

24.  Knots.  To  make  20  different  standard  knots 
in  a rope,  for  coup;  30  for  grand  coup. 

49 


The  Birch-Bark  Roll 


25.  Tread  a sawlog  100  yards  in  any  time,  without 
going  overboard,  for  coup;  do  it  100  yards  and  back 
in  30  minutes  for  grand  coup. 

FISHING 

(Outdoors) 

By  Dr.  Henry  Van  Dyke,  author  0}  Little  Rivers, 
Fisherman's  Luck,  Etc. 

BOYS  ARE  THOSE  UNDER  14;  LADS,  1 4 TO  18;  MEN, 

OVER  18. 

26.  Boys:  To  make  a 6-foot  leader  of  clean  gut,  with 
smooth  knots,  to  stand  a strain  of  5 lbs.,  coup.  To 
tie  6 different  flies,  of  regular  patterns,  on  number  8-12 
hooks,  and  take  trout  with  each  of  them,  by  daylight 
casting,  in  clear  water,  grand  coup.  Lads:  To  make 
a bait  rod  of  3 joints,  straight  and  sound,  14  oz.  or 
less  in  weight,  10  feet  or  less  in  length,  to  stand  a 
strain  of  lbs.  at  the  tip,  13  lbs.  at  the  grip,  coup. 
To  make  a jointed  fly- rod  8-10  feet  long,  4-6  ozs.  in 
weight,  capable  of  casting  a fly  60  feet,  grand  coup. 

27.  Boys  and  Lads:  To  take  with  the  fly,  unas- 
sisted, a 3-lb.  trout  or  black  bass,  on  a rod  not  more 
than  5 oz.  in  weight,  coup.  To  take  a 5-lb.  trout  or 
black  bass  or  a 4-lb.  landlocked  salmon  under  the 
same  conditions,  grand  coup. 

28.  Boys  and  Lads:  To  take  on  a rod,  without 

5° 


The  Birch-Bark  Roll 


assistance  in  hooking,  playing,  or  landing,  a trout, 
black  bass,  pike,  muscallonge,  grayling,  salmon,  blue- 
fish,  weakfish,  striped  bass,  kingfish,  sheepshead,  or 
other  game  fish,  whose  weight  in  pounds  equals  or  ex- 
ceeds that  of  the  rod  in  ounces,  coup.  To  take,  under 
the  same  conditions,  a game  fish  over  20  lbs.,  grand 
coup. 

Men:  To  hook  and  land  with  the  fly,  unassisted, 
without  net  or  gaff,  a trout  or  landlocked  salmon  over 
4 lbs.  or  a, salmon  over  12  lbs.,  coup.  To  take,  under 
the  same  conditions,  a salmon  over  25  lbs.,  grand  coup. 

29.  Indoor  Fly- Casting.  Boys:  To  cast  a fly  with 
a rod  of  5 oz.  or  less,  not  over  10  feet  long,  40  feet, 
coup;  55  feet,  grand  coup.  Lads:  65  feet,  coup; 
80  feet,  grand  coup.  Men:  80  feet,  coup;  95  feet, 
grand  coup. 

BAIT-CASTING 

Revised  by  Mr.  L.  S.  Darling , 0)  New  York . 

30.  With  l-oz.  dummy  frog,  5-foot  rod,  indoors, 
overhead  casting,  tournament  style: — 

Boy  class,  60  feet  for  coup ; 70  feet  for  grand  coup 

Lad  “ 80  “ “ “ 90  “ “ “ 

Man  “ 100  “ “ “ 120  “ “ “ 

If  out  of  doors,  add  10  per  cent  to  each  of  the  dis- 
tances. 

RIDING,  ETC.,  TO  THE  END  OF  ATHLETICS 
ARE  RED  FIONORS 

31.  To  ride  a horse  one  mile  in  three  minutes, 
clearing  a 4-foot  hurdle  and  an  8-foot  water-jump, 

51 


The  Birch-Bark  Roll 


counts  coup;  to  do  it  in  two  minutes,  clearing  a 5 -foot 
hurdle  and  a 12 -foot  water-jump,  grand  coup. 

32.  Trick-riding.  To  pick  up  one’s  hat  from  the 
ground  while  at  full  gallop  on  a horse  of  not  less  than 
13  hands  counts  coup. 

To  do  it  three  times  without  failure,  from  each  side, 
with  horse  of  at  least  15  hands,  counts  grand  coup. 

33.  Lasso.  To  catch  10  horses  or  cattle  in  corral,  with 
10  throws  of  the  lasso,  counts  coup;  to  catch  10  on  the 
range  in  10  throws  counts  a grand  coup. 

33a.  Lasso.  To  catch  a horse  or  beef  by  each  of  his  four 
feet  in  four  successive  throws,  grand  coup. 

34.  Diamond  hitch.  Pac  k a horse  with  not  less  than 
100  pounds  of  stuff,  with  diamond  hitch,  to  hold  during 
eight  hours  of  travel,  coup.  Ten  days  in  succession,  a 
grand  coup. 


SHOOTING 

(Open  to  men  only) 

Everything  that  can  be  said  in  favor  of  firearms  for  use  in  general 
sport  applies  to  the  rifle  only  (and  its  understudy  the  revolver).  The 
scatter-gun  has  no  official  existence  for  us.  It  is  ruination  to  the 
marksman’s  power  and  should  be  abolished.  A rifle  range  is  a desir- 
able adjunct  of  all  grown-up  camps.  Honors  are  awarded  according 
to  the  army  standards. 

35.  Revolver-Shot.  Target  4x4  feet.  Bull’s-eye  8 
inches  (counts  4 points).  Inner  ring  2 feet  (3  points). 
Outer,  the  rest  of  target  (2  points). 

Distance,  30  yards. 


52 


The  Birch-Bark  Roll 


96  shots  divided  in  any  number  up  to  six  days,  one 
hand,  standing: — • 

250  points  count  coup;  300,  grand  coup. 

35a.  Half  with  left  hand  only;  half  with  right  only: 

— 230  points,  coup;  260  grand  coup. 

36.  Rifleman.  To  be  a marksman  according  to  mil- 
itia standards,  a coup;  to  be  a sharpshooter , a grand 
coup. 

ARCHERY 

Revised  by  Mr.  Will  H.  Thompson , of  Seattle , Wash. 

37.  Make  a total  score  of  300  with  60  shots  (in  one 
or  two  meets),  4-foot  target  at  40  yards  (or  3-foot  tar- 
get at  30  yards),  for  coup;  make  400  for  grand  coup. 

38.  Shoot  so  fast  and  far  as  to  have  6 arrows  in  the 
air  at  once,  for  coup;  7,  for  grand  coup.  (According  to 
Catlin  the  record  is  8.) 

39.  For  children  (under  10),  to  send  an  arrow  90  yards, 
coup;  1 15  yards,  grand  coup.  For  boys  (10  to  14),  to  send 
an  arrow  125  yards,  coup;  150,  grand  coup.  For  lads 
(14  to  18),  to  send  an  arrow  150  yards,  coup;  175,  grand 
coup.  For  men  (over  18),  to  send  an  arrow  240  yards, 
coup;  275,  grand  coup. 

40.  To  hit  the  Burlap  Deer  in  the  heart,  first  shot: — 

For  boys  at  45  yards,  coup;  55  yards,  grand  coup 

“ lads  “ 60  “ “ 70  “ 

“ men  “ 75  “ “ 85  “ “ “ 

(The  heart  is  9 inches  across. ) 

S3 


The  Birch-Bark  Roll 


41.  MOUNTAIN-CLIMBING  (All  afoot) 

(Not  open  to  boys,  i.e .,  those  under  14) 

The  exploits  in  this  class  are  repeaters. 


For  Lads  (Under  18). 
COUP:  — 

In  Great  Britain:  Ben  Macdhuie; 
Ben  Nevis;  Ben  Lomond;  Ben 
Cruachan;  Snowdon;  Hel- 
vellyn. 

In  Europe:  Vesuvius. 

In  North  America:  Mt.  Wash- 
ington; Electric  Peak,  Wyo. 

GRAND  COUP:  — 

In  Europe:  Mt.  Blanc;  Breit- 
horn:  Etna. 

In  North  America:  Pike’s  Peak; 

Shasta;  Adams. 

In  Asia:  Fujiyama;  Tabor. 
This  exploit  is  a repeater. 


Other  mountains  will  be 


For  All  Over  18. 
COUP:  — 

In  Europe:  Mt  Blanc;  Monte 
Rosa;  Breithorn;  Monte  Viso; 
Etna. 

In  North  America:  St.  Helen’s; 

Adams;  Shasta;  Hood;  Rainier. 
In  Africa:  Teneriffe. 

GRAND  COUP:  — 

In  Europe:  Matterhorn;  Wet- 
terhorn;  Aig.  Verte;  Aig.  du 
Dru;  Aig.  du  Geant;  Point  des 
Ecrins;  Ortler-Spitze. 

In  South  America : Chimborazo ; 

Cotopaxi ; Illimani ; Aconcagua. 
In  Asia:  Everest*;  Kinchin- 
junga*;  Ararat. 

In  Africa:  Kilimandjaro. 

This  exploit  is  a repeater. 

added  later. 


EYESIGHT 

42.  To  spot  the  Rabbit  three  times  at  60  yards,  or 
to  distinguish  and  map  out  correctly  six  Pleiades  and 
see  clearly  the  “Pappoose  (Alcor)  on  the  Squaw’s 
(Mizar)  back,”  counts  a coup;  to  spot  the  Rabbit 
three  times  at  70  yards  and  see  seven  Pleiades  and 

* Means  “ not  yet  climbed.”  The  first  one  to  climb  a standard 
peak  gets  double  honors;  one  for  climb,  one  for  first  climb. 

54 


The  Birch-Bark  Roll 


the  Pappoose  counts  a far-sight  grand  coup.  (Those 
who  habitually  wear  glasses  may  use  them  in  this  test.) 
See  Far-sight  among  the  games,  p.  41. 

43.  To  make  a 75  score  in  ten  tries  in  the  game 
of  Quicksight,  with  ten  counters,  counts  coup;  a 95 
score  counts  a grand  coup.  (See  Quicksight  among  the 
games,  p.  40.) 


ATHLETICS 

Advisers  : J.  E.  Sullivan,  Secretary  of  Amateur  Athletic  Union  ; Dr.  Luther  M. 
Gulick,  Director  of  Physical  Training,  New  York  Public  Schools. 


FOR  THOSE  UNDER  14.* 

FOR  THOSE  OVER  1 4 
AND  UNDER  18. 

FOR  THOSE  OVER  l8. 

44.  Coup:  Walk  3J 

Coup:  4I  miles  in 

Coup:  5J  miles. 

measured  miles  in  1 hr. 

1 hr. 

Grand  Coup : 6 J miles. 

(heel  and  toe). 

Grand  Coup:  4 miles. 

Grand  Coup:  5 m. 

(Rec.  7 miles,  1318 
yds.)  ** 

45.  Coup:  Walk  \ 

Coup:  £ mile  in  3 

Coup:  £ mile,  1 m. 

mile  in  4 m. 

m. 

50  s. 

Grand  Coup:  £ mile 

Grand  Coup : £ 

Grand  Coup:  1 m. 

in  3J  m. 

mile  in  2\  m. 

40  s. 

(Rec.  1 m.  23  s.) 

46.  Coup:  Walk  1 

Coup : 1 mile  in 

Coup:  1 mile  in  8 £m. 

mile  in  12  m. 

10  m. 

Grand  Coup:  1 mile, 

Grand  Coup:  1 mile 

Grand  Coup:  1 

7 45  s- 

in  11  m. 

mile  in  9J  m. 

(Rec.  6 m.  29!  s.) 

* If  a standard  is  desired  for  those  under  ten,  it  may  be  made  by  taking  the 
coup  of  the  14-year-olds  as  the  unit  and  subtracting  7^  and  15  per  cent  respectively 
for  grand  coup  and  coup  when  it  is  distance,  or  adding  to  it  7^  and  15  per  cent 
when  it  is  time. 

**Records  according  to  Spalding’s  Almanac. 

55 


The  Birch-Bark  Roll 


ATHLETICS  ( Continued !) 


FOR  THOSE  UNDER  14.* 

FOR  THOSE  OVER  14 
AND  UNDER  1 8. 

FOR  THOSE  OVER  l8. 

47.  Coup:  Run  ioo 
yds.  in  14  s. 

Grand  Coup:  100  yds. 
in  13  s. 

Coup:  100  yds. in 
I2f  s. 

Grand  Coup:  ioo 
yds.  in  iif  s. 

Coup:  100  yds  in 
iof  s- 

Grand  Coup:  100 yds. 
in  1 of  s. 

(Rec.  9I  s.) 

48.  Not  open. 

Coup:  Run  220 

yds.  in  28  s. 

Grand  Coup:  26  s. 

Coup:  220  yds.  in 
26  s. 

Grand  Coup:  in  24  s. 
(Rec.  21/^  s.) 

49.  Not  open. 

Not  open. 

Coup:  Run  1 mile  in 
5 m- 

Grand  Coup:  in  4 m. 
45  s- 

(Rec.  4 m.  15!  s.) 

50.  Not  open. 

Not  open. 

Coup:  Run  10  miles 
in  80  m. 

Grand  Coup:  in  70  m. 
(Rec.  52m.  38!  s.) 

51.  Coup:  Standing 
high  jump  without 
weights,  3 ft. 

Grand  Coup:  3 ft. 
4 in. 

Coup:  3 ft.  4 in. 
Grand  Coup:  3 ft. 
9 in. 

Coup:  4 ft.  2 in. 

Grand  Coup:  4 ft.  6 
in. 

(Rec.  5 ft.  5}  in.) 

* If  a standard  is  desired  for  those  under  ten,  it  may  be  made  by  taking  the  coup 
of  the  14-year-olds  as  the  unit  and  subtracting  7^  and  15  per  cent  respectively  for 
grand  coup  and  coup  when  it  is  distance,  or  adding  to  it  7i  and  15  per  cent  when 
it  is  time. 


56 


The  Birch-Bark  Roll 


ATHLETICS  ( Continued, ) 


FOR  THOSE  UNDER  14.* 


FOR  THOSE  OVER  1 4 
AND  UNDER  18. 


FOR  THOSE  OVER  1 8. 


52.  Coup:  Running 
high  jump  without 
weights,  3 ft.  6 in. 
Grand  Coup:  4 ft. 


Coup:  4 ft. 

Grand  Coup:  4 ft. 
6 in. 


Coup:  5 ft.  2 in. 
Grand  Coup : 5 ft.  6 in. 
(Rec.  6 ft.  5§  in.) 


53.  Coup:  Standing  Coup:  7 ft. 
broad  jump  without  Grand  Coup:  8 ft. 
weights,  6 ft. 

Grand  Coup:  6J  ft. 


Coup:  9 ft. 

Grand  Coup:  10  ft. 
(Rec.  11  ft.  3!  in.) 


54.  Coup:  Running 
broad  jump  without 
weights,  13  ft. 

Grand  Coup:  14  ft. 


Coup:  15 J ft. 
Grand  Coup: 
ft. 


16J 


Coup:  18  ft. 

Grand  Coup:  20  ft. 
(Rec.  24  ft.  7J  in.) 


55.  Coup:  Hop,  step,  Coup:  20  ft. 
and  jump,  without  Grand  Coup:  22  ft. 
weights,  or  run,  16  ft. 

Grand  Coup:  19  ft. 


Coup:  23  ft. 

Grand  Coup:  26  ft. 
(Rec.  30  ft.  3 in.) 


56.  Not  open. 


Coup:  Hammer- 

throw  (12  lbs.),  3§- 
ft.  handle,  from  a 
7-ft.  circle,  both 
hands,  60  ft. 

Grand  Coup:  70 ft. 


Coup:  (16  lbs.)  65  ft. 
Grand  Coup:  (16 
lbs.)  75  ft. 

(Rec.  100  ft.  5 in.) 


* If  a standard  is  desired  for  those  under  ten,  it  may  be  made  by  taking  the  coup 
of  the  14-year-olds  as  the  unit  and  subtracting  7^  and  15  per  cent  respectively  for 
grand  coup  and  coup  when  it  is  distance,  or  adding  to  it  7!  and  15  per  cent  when 
it  is  time. 


57 


The  Birch-Bark  Roll 


ATHLETICS  ( Continued, ) 


FOR  THOSE  UNDER  14.* 

FOR  THOSE  OVER  1 4 
AND  UNDER  1 8. 

FOR  THOSE  OVER  18. 

57.  Coup:  Shot  put 
from  a 7 -ft.  circle  (12 
lbs.),  18  ft. 

Grand  Coup:  20  ft. 

Coup:  (X2lbs.)25ft. 
Grand  Coup:  28  ft. 

Coup:  (16  lbs.)  36  ft. 
Grand  Coup:  (16 
lbs.)  40  ft. 

(Rec.  47  ft.) 

58.  Throw  regulation 
baseball,  60  yds. 

Grand  Coup:  70  yds. 

Coup:  75  yds. 
Grand  Coup:  95 
yds. 

Coup:  100  yds. 

Grand  Coup:  no  yds. 
(Rec.  127  yds.  2J  in.) 

59.  Coup:  Batting 
baseball,  55  yds. 

Grand  Coup:  65  yds. 

Coup:  70  yds. 
Grand  Coup:  95 
yds. 

Coup:  95  yds. 

Grand  Coup:  105  yds. 
(Rec.  118  yds.  10  in.) 

60.  Coup:  Throwing 
the  ball  with  Lacrosse, 
90  yds. 

Grand  Coup:  100  yds. 

Coup:  no  yds. 
Grand  Coup:  130 
yds. 

Coup:  130  yds. 

Grand  Coup:  150  yds. 
(Rec.  165  yds.  2 ft.  7^ 
in.) 

61.  Coup:  To  kick 
(drop)  a goal  in  football, 
30  yds. 

Grand  Coup:  35  yds. 

Coup:  40  yds. 
Grand  Coup:  45 
yds. 

Coup:  50  yds. 

Grand  Coup:  55  yds. 
(Rec.  63  yds.  n in.) 

62.  May  try  if  they 
like. 

May  try  if  they 
like. 

Grand  Coup:  Put  two 
Rugby  footballs  in  mid- 
dle of  Rugby  field  and 
kick  a right  and  left 
goal. 

* If  a standard  is  desired  for  those  under  ten,  it  may  be  made  by  taking  the  coup 
of  the  14-year-olds  as  the  unit  and  subtracting  7^  and  15  per  cent  respectively  for 
grand  coup  and  coup  when  it  is  distance,  or  adding  to  it  7^  and  15  per  cent  when 
it  is  time. 


58 


The  Birch-Bark  Roll 


ATHLETICS  ( Continued ) 


FOR  THOSE  UNDER  14.* 

FOR  THOSE  OVER  I 4 
AND  UNDER  1 8. 

FOR  THOSE  OVER  l8. 

63.  Coup:  To  climb 
the  18-ft.  rope,  hands 
only  used,  13  s. 

Grand  Coup:  ns. 

Coup:  9 s. 

Grand  Coup:  7 s. 

Coup:  6 s. 

Grand  Coup:  5 s. 
(Rec.  3!  s.) 

64.  Coup:  To  chin 
the  bar  4 times. 

Grand  Coup:  6 times. 

Coup:  6 times. 
Grand  Coup:  10 
times. 

Coup:  10  times. 
Grand  Coup:  15 
times. 

(Rec.  39  times.) 

65.  May  try  if  they 
like. 

Coup:  To  chin  the 
bar  with  one  hand 
once. 

Grand  Coup:  With 
each  hand  in  suc- 

Coup: To  chin  the 
bar  with  each  hand. 

Grand  Coup:  With 
each  hand  twice. 

(Rec.  12  times.) 

cession. 

66.  Coup:  Skate  100 
yds.  in  15  s. 

Grand  Coup:  13  s. 

Coup:  13  s. 

Grand  Coup:  12  s. 

Coup:  11J  s. 

Grand  Coup:  iof  s. 
(Rec.  with  wind,  9 s.) 

67 . Coup:  Row 
(single  sculls)  1 mile  in 
11  m. 

Grand  Coup:  10  m. 

Coup:  9 m. 

Grand  Coup:  8 m. 

Coup:  7 m.  25  s. 
Grand  Coup:  6 m. 
50  s. 

68.  Coup:  Paddle 
(single)  1 mile  in  13  m. 
Grand  Coup:  12  m. 

Coup:  12  m. 
Grand  Coup:  n m. 

Coup:  10  m. 

Grand  Coup:  9 m. 

* If  a standard  is  desired  for  those  under  ten,  it  may  be  made  by  taking  the  coup 
of  the  14-year-olds  as  the  unit  and  subtracting  7^  and  15  per  cent  respectively  for 
grand  coup  and  coup  when  it  is  distance,  or  adding  to  it  7I  and  15  per  cent  when 
it  is  time. 


59 


The  Birch-Bark  Roll 


ATHLETICS  ( Continued ) 


FOR  THOSE  UNDER  14  * 

FOR  THOSE  OVER  14 
AND  UNDER  1 8. 

FOR  THOSE  OVER  l8. 

69.  Coup:  Swim  ioo 
yds.  in  any  time  at  all. 

Grand  Coup:  200yds. 
in  4 m. 

Coup:  Swim  ioo 
yds.  in  any  time  at 
all. 

Grand  Coup:  200 
yds.  in  3 m.  45  s. 

Coup:  Swim  100  yds. 
in  any  time  at  all. 

Grand  Coup:  200  yds. 
in  3 m.  (Rec.  2 m.  20  s.) 

70.  Not  open. 

Coup : Swim  1 mile 
in  50  m. 

Grand  Coup:  in  45 

m. 

Coup:  45  m. 

Grand  Coup:  35  m. 
(Rec.  24  m.  46^  s.) 

71.  Not  open. 

Coup  (M  e d 1 e y 
Race) : Go  400 

yds.;  running  100, 
rowing  100,  walk- 
ing 100,  and  swim- 
ming 100  (in  any 
order)  in  6 m. 
Grand  Coup:  5 m. 

Coup:  4J  m. 

Grand  Coup:  4 m. 

72.  Not  open. 

Coup:  On  bicycle 
1 mile  3 m.  30  s. 
Grand  Coup:  3 m. 

Coup:  1 mile  2 m. 
50  s. 

Grand  Coup:  2 m. 
20  s. 

* If  a standard  is  desired  for  those  under  ten,  it  may  be  made  by  taking  the  coup 
of  the  14-year-olds  as  the  unit  and  subtracting  7i  and  15  per  cent  respectively  for 
grand  coup  and  coup  when  it  is  distance,  or  adding  to  it  7^  and  is  per  cent  when 
it  is  time. 


60 


The  Birch-Bark  Roll 


ATHLETICS  ( Concluded) 

The  following  honors  are  open  to  those  only  who  are  21 
years  old  or  over : 

73.  Coup:  Walk  10  miles  in  1 hr.  45  m.  Grand  Coup: 
1 hr.  30  m.  (Rec.  1 hr.  17  m.  40 J s.) 

74.  Coup:  Walk  100  miles  in  30  hrs.  Grand  Coup:  in 
25  hrs.  (Rec.  21  hrs.  42  s.) 

75.  Coup:  Swim  5 miles  in  4 hours.  Grand  Coup:  in 
3^  hours.  (Rec.  2 hrs.  58  m.  § s.) 

76.  Coup:  Swim  10  miles  in  any  time. 

77.  Grand  Coup:  Swim  15  miles  in  any  time. 

78.  Coup:  Bicycle,  100  miles  in  one  day  according  to 
L.  A.  W.  rules. 

Grand  Coup:  200  miles. 


61 


The  Birch-Bark  Roll 


Until  further  notice  the  National  Council  will  allow 
honors  on  all  properly  recognized  outdoor  exploits, 
not  herein  listed,  on  the  following  general  basis:  Con- 
testants over  eighteen  must  make  90  per  cent  of  the 
amateur  record  distance  for  coup,  and  95  per  cent 
for  grand  coup;  or  if  it  is  a time  exploit,  not  exceeding 
the  record  by  10  per  cent,  for  coup;  5 per  cent  for 
grand  coup.  Contestants  under  eighteen  and  over 
fourteen  must  make  85  and  90  per  cent,  or  not  exceed 
time  by  more  than  15  and  10  per  cent.  Those  under 
fourteen  must  make  80  and  85  per  cent  of  distance 
and  not  exceed  time  by  more  than  20  and  15  per  cent. 
The  records  are  as  given  in  Spalding’s  Official  Athletic 
Almanac  (10  cents  of  all  booksellers). 

CLASS  III.  BLUE  HONORS 

NATURE  STUDY— VERTEBRATES 

Revised  by  Mr.  Frank  M . Chapman , oj  the  Ameri- 
can Museum  0}  Natural  History , New  York  City . 

79.  Know  and  name  correctly  25  native  wild 
quadrupeds,  for  coup;  know  and  name  correctly  50, 
and  tell  something  about  each,  for  grand  coup. 

80.  Know  and  draw  unmistakable  pictures  of 
25  tracks  of  our  four-foot  animals,  for  coup;  of  50  for 
grand  coup. 

81.  Know  and  name  correctly  100  of  our  native 

62 


The  Birch-Bark  Roll 


birds  as  seen  mounted  in  a museum,  the  female  and 
young  to  count  separately  when  they  are  wholly  dif- 
ferent from  the  male.  This  counts  coup;  200  birds 
for  grand  coup. 

82.  Know  and  name  correctly  50  wild  birds  in 
the  field;  this  counts  coup;  100,  grand  coup. 

83.  Recognize  50  wild  birds  by  note,  for  coup; 
100  for  grand  coup. 

84.  Know  and  name  10  turtles  for  coup,  20  for 
grand  coup,  with  something  interesting  about  each. 

85.  Know  and  name  10  different  snakes,  telling  which 
are  poisonous,  for  coup;  20  snakes  for  grand  coup. 

86.  Know  and  name  correctly  10  Batrachians  for 
coup;  20  for  grand  coup. 

87.  Know  and  name  25  fish,  for  coup;  50  fish  for 
grand  coup. 

NATURE  STUDY— LOWER  FORMS  OF  LIFE 
Revised  by  Mr.  John  Burroughs. 

88.  Know  and  name  25  native  land  and  fresh 
water  shells,  for  coup;  50  for  grand  coup. 

89.  Know  and  name  25  moths,  for  coup;  50  for 
grand  coup. 

90.  Know  and  name  25  butterflies,  for  coup;  50 
butterflies  for  grand  coup. 

91.  Know  and  name  50  other  insects,  for  coup; 
100  for  grand  coup. 


63 


The  Birch-Bark  Roll 


92.  Know  and  name  correctly,  i.e.,  with  the  ac- 
cepted English  names,  according  to  any  standard 
authority,  2 5 trees,  and  tell  something  interesting  about 
them,  counts  coup ; 50  for  grand  coup. 

93.  Know  and  name  correctly  50  of  our  wild 
flowers,  for  coup;  100  for  grand  coup. 

94.  Know  and  name  correctly  25  of  our  wild  ferns, 
for  coup;  50  for  grand  coup. 

95.  Know  and  name  correctly  25  of  our  native 
mosses,  for  coup;  50  for  grand  coup. 

96.  Know  and  name  50  common  toadstools  or 
mushrooms,  for  coup;  100  for  grand  coup. 

GEOLOGY,  ETC. 

Revised  by  Prof . Charles  D . Walcott , Chief  U.  S. 

Geological  Survey 

97.  Paleontology.  Know  and  name,  referring  to 
their  proper  strata,  50  native  fossils,  for  coup;  100  for 
grand  coup. 

98.  Mineralogy.  Know  and  name  50  minerals, 
for  coup;  100  for  grand  coup. 

99.  Geology.  Know  and  name  and  describe  the 
14  great  divisions  of  the  earth’s  crust,  according  to 
Geikie,  also  define  watershed,  delta,  drift,  fault,  glacier, 
terrace,  stratum,  dip,  and  identify  10  different  kinds 
of  rock,  for  coup.  In  addition  to  the  first,  define  sedi- 
ment, metamorphic,  anticlinal,  synclinal,  moraine,  coal, 

64 


The  Birch-Bark  Roll 


metal,  mineral,  petroleum,  and  identify  in  all  20 
kinds  of  rock,  for  grand  coup. 

PHOTOGRAPHY 

Revised  by  Mr.  A.  Radclyjfe  Dugmore , of  “ Country 
Life”  New  York . 

100.  Make  a good  recognizable  photograph  of  any 
wild  bird  larger  than  a robin,  while  on  its  nest,  the 
bird  itself  to  be  at  least  one  inch  long  on  plate,  for 
coup. 

101.  Make  a good  photograph  of  a Ruffed  Grouse 
drumming,  the  bird  to  be  at  least  one  inch  long  on 
plate,  for  grand  coup. 

102.  Make  a good  recognizable  photograph  of  a wild 
animal  in  the  air,  for  coup,  or  grand  coup,  according 
to  merit,  the  image  to  be  at  least  one  inch  long  on 
the  plate. 

103.  Ditto  for  a fish. 

104.  Get  a good  photograph  of  any  large  wild  animal 
in  its  native  surroundings,  and  not  looking  at  you,  the 
animal  to  be  at  least  one  inch  long  on  the  plate,  for 
coup,  or  grand  coup,  according  to  merit. 

(As  these  are  tests  of  Woodcraft,  menagerie  animals 
do  not  count.) 

This  list  is  made  by  the  National  Council.  The 
exploits  are  founded  on  world-wide  standards,  and 

65 


The  Birch-Bark  Roll 


with  the  help  of  the  best  experts.  The  Council  will 
gladly  consider  any  suggestion,  but  it  must  be  under- 
stood that  no  local  tribe  has  any  power  to  add  to  or 
vary  the  exploits  in  any  way  whatsoever. 


66 


BOOKS  BY  ERNEST  THOMPSON  SETON 


Published  by  DOUBLEDAY,  PAGE  & CO. 

133  East  16th  Street,  New  York  City 

TWO  LITTLE  SAVAGES,  1903 

A book  of  adventure  and  woodcraft  and  camping  out  for 
boys,  telling  how  to  make  bows,  arrows,  moccasins,  costumes, 
teepee,  war-bonnet,  etc.,  and  how  to  make  a fire  with  rubbing 
sticks,  read  Indian  signs,  etc.  Price,  $1.75  net. 

THE  WILD  ANIMAL  PLAY,  1900 

A musical  play  in  which  the  parts  of  Lobo,  Wahb,  Vixen, 
etc.,  are  taken  by  boys  and  girls.  Price,  50c. 


Published  by  CHARLES  SCRIBNER’S  SONS 
153  Fifth  Avenue,  New  York  City 

WILD  ANIMALS  I HAVE  KNOWN,  1898 

The  stories  of  Lobo,  Silverspot,  Molly  Cottontail,  Bingo, 
Vixen,  The  Pacing  Mustang,  Wully  and  Redruff.  Price,  $2.00. 

LOBO,  RAG  AND  VIXEN,  1900 

This  is  a school  edition  of  the  above,  with  some  of  the  stories 
and  many  of  the  pictures  left  out.  Price,  50c  net. 

THE  TRAIL  OF  THE  SANDHILL  STAG,  1899 

The  story  of  a long  hunt  that  ended  without  a tragedy.  Price, 
$1.50. 

THE  LIVES  OF  THE  HUNTED,  1901 

The  stories  of  Krag,  Randy,  Johnny  Bear,  The  Mother 
Teal,  Chink,  The  Kangaroo  Rat,  and  Tito,  the  Coyote.  Price, 
Si. 75  net. 

KRAG  AND  JOHNNY  BEAR,  1902 

This  is  a school  edition  of  the  above,  with  some  of  the  stories 
and  many  of  the  pictures  left  out.  Price,  50c  net. 

67 


PICTURES  OF  WILD  ANIMALS,  1901 

Twelve  large  pictures  for  framing  (no  text),  viz.,  Krag,  Lobo, 
Tito  Cub,  Kangaroo  Rat,  Grizzly,  Buffalo,  Bear  Family,  Johnny 
Bear,  Sandhill  Stag,  Coon  Family,  Courtaut  the  Wolf,  Tito 
and  her  family.  Price,  $6.00. 

MONARCH,  THE  BIG  BEAR  OF  TALLAC,  1904 

The  story  of  a big  California  Grizzly  that  is  living  yet.  Price, 
$1.25  net. 

ANIMAL  HEROES,  1905 

The  stories  of  a Slum  Cat,  a Homing  Pigeon,  The  Wolf  that 
Won,  A Lynx,  A Jackrabbit,  A Bull-terrier,  The  Winnipeg 
Wolf  and  A White  Reindeer.  Price,  $1.75  net. 

MAMMALS  OF  MANITOBA. 

To  be  issued  shortly. 


Published  by  THE  CENTURY  COMPANY 

Union  Square,  New  York  City 

BIOGRAPHY  OF  A GRIZZLY,  1900 

The  story  of  old  Wahb  from  Cub-hood  to  the  scene  in  Death 
Gulch.  Price,  $1.50. 

WOODMYTH  AND  FABLE,  1905 

A collection  of  fables,  woodland  verses,  and  camp  stories. 
Price,  $1.25  net. 


BY  MRS.  ERNEST  THOMPSON  SETON 

Published  by  DOUBLEDAY,  PAGE  & CO. 

A WOMAN  TENDERFOOT 

A book  of  outdoor  adventures  and  camping  for  women  and 
girls.  How  to  dress  for  it,  where  to  go,  and  how  to  profit  the 
most  by  camp  life.  Price,  $2.00. 

68 


A LIST  OF  BOOKS  RECOMMENDED  FOR 
NATURE  STUDENTS 


MAMMALS  OF  THE  ADIRONDACKS 

By  C.  HART  MERRIAM,  M.D. 

Henry  Holt  6°  Co.,  New  York  City.  Price , $2.00 

HANDBOOK  OF  BIRDS  OF  EASTERN  NORTH 
AMERICA 

By  FRANK  M.  CHAPMAN 
D.  Appleton  6°  Co.,  New  York  City.  Price,  $3.00 

HANDBOOK  OF  BIRDS  OF  WESTERN  UNITED 
STATES 

FLORENCE  MERRIAM  BAILEY 

Houghton,  Mifflin  & Co.,  Boston,  Mass.  Price,  $3.50 

THE  NATURE  LIBRARY 

Published  by  Doubleday,  Page  & Co.  Sold  by  subscription.  Price 
on  application. 

Volume  I contains  the  general  introduction  to  the  library, 
by  John  Burroughs,  and  Neltje  Blanchan  gives  an  introductory 
acquaintance  with  150  birds  usually  found  in  the  gardens, 
meadows,  and  woods  about  our  homes.  The  birds  are  classified 
in  five  different  ways,  making  identification  immediately  pos- 
sible without  technical  knowledge.  There  are  48  plates  in 
colors,  and  16  in  black-and-white. 

Volume  II,  by  Neltje  Blanchan,  is  devoted  to  “ Birds  that 
Hunt  and  are  Hunted.”  G.  O.  Shields  has  written  the  intro- 
duction to  this  account  of  170  birds  of  prey,  game  birds,  and 
waterfowl.  64  color  plates  and  16  plates  in  black-and-white. 

Volume  III,  by  A.  Radclyffe  Dugmore,  is  a complete  manual 
of  bird’s-nests,  eggs,  and  breeding  habits,  containing  also  valu- 
able hints  on  nature  photography,  by  an  author  whose  intimate 
photographs  of  bird  life  have  made  him  famous.  16  color 
plates  and  82  other  pictures. 

Volume  IV  is  the  only  book  which  sums  up  in  popular  form 
the  mass  of  new  knowledge  about  American  mammals  which 

69 


science  has  gathered  during  the  last  quarter  of  a century.  By 
Witmer  Stone  and  William  Everitt  Cram.  The  80  full  pages 
of  pictures  are  marvellous  feats  of  the  camera,  nearly  all  being 
photographed  from  life,  generally  of  wild  animals.  There  are 
also  eight  colored  plates. 

Volume  V,  by  David  Starr  Jordan  and  Barton  W.  Evermann, 
fills  a long-felt  need  in  popular  scientific  works,  being  a full 
account  of  the  life-histories  and  methods  of  capture  of  North 
American  food  and  game  fish.  With  io  lithographed  color 
plates,  ioo  photographs  of  live  fish  in  the  water,  and  200  text 
cuts. 

Volume  VI  is  by  Dr.  W.  J.  Holland,  who  has  introduced 
thousands  of  readers  to  the  delightful  study  of  butterflies  and 
caterpillars.  Its  48  color  plates  are  the  finest  ever  made  by  the 
three-color  photographic  process,  and  in  these  and  the  text  cuts 
fully  a thousand  different  species  of  butterflies  are  shown. 
There  are  chapters  on  the  capture  and  preservation  of  butter- 
flies. 

Volume  VII,  also  by  Dr.  Holland,  takes  up  the  subject  of 
moths.  There  are  1,500  figures  in  the  colored  plates  and  300 
text  cuts  of  the  moths  of  North  America. 

Volume  VIII,  by  Dr.  L.  O.  Howard,  treats  of  bees,  wasps, 
ants,  grasshoppers,  flies,  and  other  North  American  insects, 
admirably  suited  to  the  general  reader.  It  has  16  color  plates 
and  32  black-and-white,  all  photographed  from  the  insects 
themselves,  besides  nearly  300  text  cuts. 

Volume  IX,  by  Neltje  Blanchan,  enables  any  one  to  identify 
all  the  common  wild  flowers  of  the  North  American  continent, 
and  introduces  the  reader  to  their  marvellous  life-histories  and 
the  part  which  insects  play  in  these.  Illustrations:  32  color 
plates  and  48  black-and-white,  all  from  photographs  of  the 
actual  flower. 

Volume  X,  by  Nina  L.  Marshall,  is  an  invaluable  aid  to  all 
who  are  interested  in  fungi  as  food  or  as  a limitless  subject  of 
study.  24  color  plates  and  40  black-and-white  from  photo- 
graphs by  Mr.  and  Miss  Anderson. 

Volume  XI,  by  Julia  E.  Rogers,  has  many  features  that  no  other 
work  on  trees  approaches.  It  tells  how  to  know  the  trees;  the 
uses  and  value  of  trees;  the  care  of  trees;  how  to  grow  trees;  the 
preservation  of  forests.  The  350  beautiful  photographic  illus- 
trations, by  A.  R.  Dugmore,  show  bud,  blossoms,  full  leaf,  fruit, 

70 


and  the  wood  of  all  the  important  species,  and  there  are  16 
plates  in  color. 

Volume  XII  is  a most  fascinating  work  by  Mary  C.  Dickerson, 
and  contains  a wealth  of  original  observation  and  pioneer  work 
on  frogs  and  toads  that  is  a real  contribution  to  science.  Sixteen 
plates  in  color  and  nearly  300  black-and-white  photographs  from 
life  by  the  author. 

OUR  NATIVE  TREES 

HARRIET  L.  KEELER,  1900 
Charles  Scribner's  Sons,  New  York  City.  Price , $2.00 

GEOLOGICAL  STORY  BRIEFLY  TOLD 

JAMES  D.  DANA 

American  Book  Co.,  New  York  City.  Price,  $1.15 

PRIMER  OF  GEOLOGY 

ARCHIBALD  GEIKIE 
American  Book  Co.,  New  York  City.  Price,  35c. 

ASTRONOMY  WITH  AN  OPERA  GLASS 

GARRETT  P.  SERVISS 
D.  Appleton  &r°  Co.,  New  York  City.  Price,  $1.50 

SPALDING’S  OFFICIAL  ATHLETIC  ALMANAC 

Edited  by  J.  E.  SULLIVAN 

American  Sports  Publishing  Co.,  New  York  City.  Price,  10c. 


71 


v» 

W 


